Manuscript - ch1-3 (Liscano, Et Al.) Edited
Manuscript - ch1-3 (Liscano, Et Al.) Edited
Manuscript - ch1-3 (Liscano, Et Al.) Edited
June 2023
DEVELOPMENT OF SPACE JUMP ADVENTURE GAME
IN TEACHING PLANETS
An Undergraduate Thesis
College of Education
Iligan City
June 2023
ii
APPROVAL SHEET
_________________ _________________
Date Date
_________________ _________________
Date Date
iii
ACKNOWLEDGEMENT
The researchers would like to express their sincere gratitude to the following
Prof. Christine Mae B. Tecson MSciEd, their thesis adviser, for her
The members of the panel namely: Prof. Joy R. Magsayo, MSciEd and Prof.
Odessa D. Aberilla, MSciEd, for their guidance, support, and constructive feedback
throughout the research process. Their valuable insights and expertise were essential
Dr. Roy Angelo E. Gazo, Schools Division Superintendent, for the approval
of Iligan City for their understanding and help during the conduct of the study;
The ICT Coordinators and In-service Teachers, for their generous time and
giving comments and suggestions greatly enriched the findings of this study.
All those who in one-way or another extend their wholehearted support and
And finally, to GOD ALMIGHTY for the peace and glory showered upon
them.
TABLE OF CONTENTS
Title Page
Title Page i
Approval Sheet ii
Acknowledgement iii
Table of Contents iv
List of Tables v
List of Figures vii
List of Appendices viii
Abstract ix
Chapter
1 The Problem and Literature Review
Background of the Study 1
Review of Related Literature and Studies 2
Theoretical Framework 13
Conceptual Framework 14
Research Questions 16
Operational Definition of Terms 16
Chapter
2 Research Methodology
Research Design 19
Sampling and Participants 20
Research Instruments 21
Data Gathering Procedure 23
Data Analysis 27
Coding of Data 33
Ethical Considerations 34
Chapter Results and Discussion 36
3
Conclusion 74
Limitations of the Study
Recommendations 75
References 77
Appendices 82
Curriculum Vitae 113
iv
LIST OF TABLES
Table Title Page
LIST OF FIGURES
LIST OF APPENDICES
ABSTRACT
Liza Marie D. Liscano, Sheryl Jade R. Quiobe and Christine Louise O. Colance:
BEED Science and Mathematics, College of Education, MSU-Iligan Institute of
Technology, Tibanga, Iligan City; June 2023 “Development of Space Jump
Adventure Game in Teaching Planets” Adviser: Prof. Christine Mae B. Tecson
MSciEd.
The ability of the teacher to use the learning method in the form of a lecture as
found in the field is a factor in the high misconceptions on material related to the
Solar System (Putri et al., 2021). In learning Science subjects, especially the Solar
System, interactive and interesting learning media are highly needed for learners
(Erayanto, 2016). In this study, the researchers developed the Space Jump Adventure
Learning is not a new concept in education, but it has grown in popularity in recent
create activities that are logical extensions of the game environment rather than just
The K-12 Curriculum Standards for Grade 6 stated that learners at the end of
the grade level must learn about the Solar System, with a focus on the motions of the
Curriculum Guide, p. 6, 2016). However, of all the nations and economies that
participated in PISA 2018, the Philippines had the second-highest percentage (78%)
of learners who did not achieve the required level of competency in Science (World
Bank Report, p.24, 2020). Followed with the analysis of the PISA 2018 Science
the Solar System and Earth as a member of the Solar System is discussed,
respectively (Belmi & Mangali, 2020). Therefore, grade 6 learners must have a
foundation in the knowledge of the Solar System, especially the planets in the Solar
System, to avoid misconceptions and lower scores on one such large-scale learning
instructional materials, which act as a channel between the teacher and the learners for
PowerPoint where the game was utilized and is compatible with any version of
other researchers, it has shown that elementary school children create an initial model
of the cosmos consistent with everyday experience (Mali et al., 1983) .Learning
Physical Science is a difficult and gradual process fraught with inert knowledge and
misconceptions. With that, Sharp and Kuerbis (2005), identifying the nature of this
children associated with their cognition needs serious consideration and further
investigation.
In learning Science, especially Solar System topics, learners will get instanced
content that has to be understood. The hardest part of learning about the Solar System
is that not every single object or phenomenon in the Solar System could be observed
3
directly, such as the character and movement of each planet and the process of the
lunar and solar eclipse (Furness, Winn, & Yu, 1997). The teaching-learning process is
more efficient and accurate, it is better to apply technology such as simulation for a
which, perhaps because of their location, duration, and size, are impossible to directly
children can "learn how to learn." This framework is built on three interconnected
components: (1) inquiry skills, (2) scientific attitudes, and (3) content and
connections. The framework comprises core material that outlines the major Science
concepts that all students are required to study in order to become scientifically
literate, as well as competencies that show what students should be able to accomplish
elementary Science lesson were evident when an inquiry was used as a teaching
strategy (Simsek & Kabapinar, 2010). Examining the dialogues that exist in the data
should practice using scientific terms and concepts in order to describe their empirical
findings and increase their conceptual knowledge (Haug, 2014). Learners will require
assistance in making sense of the concepts, for example, by linking new and existing
ideas and integrating the notions in a network of related Science words and concepts.
In the study of Putri et al. , (2021), grade six (6) learners in terms of planet
identification have a conceptual understanding who fall into the "medium" category
of understanding the concept. Medium is part of the three categories of the risk level.
At the medium level, the risk might be tolerable, but if it is reasonably practical,
redesign or other changes should be taken into account (Haugom et al., 2022). The
number of incidents falling under this risk level should be considered when
determining the need for corrective actions (Haugom et al., 2022b). With that, rather
that this study aims to address. According to Bloom's Taxonomy (2001), greater
degrees of thinking are higher than memorizing or restating facts. It necessitates that
learners know and comprehend the facts, infers from them, and then connect them to
other concepts.
5
Game-based learning
Computer games meet the actual needs and interests of children, and are
becoming the most popular computer activity and provide a new mode of interaction.
Some of the advantages of games are that they are attractive, novel, provide a better
atmosphere and help keep the learner focused on the task (Heinich et al., 2002),
therefore suggesting games as valuable educational tools. Kids like all humans love to
learn when it is not forced upon them. Modern computer and video games provide
learning opportunities every second or fraction thereof (Prensky, 2003). Gee (2003)
argues that “the real importance of good computer and video games is that they allow
people to recreate themselves in new worlds and achieve recreation and deep learning
instructional approach (Von Wangenheim & Shull, 2009). The educational game
makes the learner become the center of learning, which allows the learning process to
technology and learning between 2001 and 2010, Hwang and Wu (2012) discovered
in the US (30 articles) and followed by researchers from the UK (20 articles). These
investigated the issue of learning achievements (Li et al., 2009). GBL has been
applied in many Science-related school subjects. Yien, Hung, Hwang, & Lin (2011)
6
used GBL in a nutrition course, discovering that this approach was more effective in
PowerPoint teaching and even influenced their dietary habits. Using a game similar to
Monopoly to teach learners about the area of circles (Lin, et al., 2013) and obtained
similar results. Through GBL, participants learn more actively and with greater
interest, enabling the learned content to leave a deeper impression than would be
explained as one of the factors that create interest and anxiety of learners and ensures
that they become constructive, creative, and efficient individuals by encouraging them
to actively participate in classes (Uyulgan et. al 2014). On the other hand, claim that
one of the major problems faced by learners is a lack of motivation for participating in
academic activities, which is among the most challenging topics for educationists.
Reiss (2012) defined internal motivation as the individual “doing something for
others happy or an instrumental purpose”. In their study, Hong and Masood (2014)
stated that GBL has a higher potential for ensuring class participation compared to
traditional teaching methods and concluded that GBL was more effective on the
7
methods.
In their report, Clark et al., (2009) review existing games and studies on
Science learning and identify goals such as conceptual understanding and process
skills, epistemological understanding, attitudes and identity, and design issues. While
there are a considerable number of games dedicated to Science (Li & Tsai, 2013),
there are few games that focus on Geoscience in general and planets/Solar System in
and Space-related searches. Five players were allowed in the game. The game's
questions were developed by analyzing the purchases from the Solar System and
further of its section as well as the exercises in the textbooks. It was found that
teachers believed the learner's game activity would boost learners' motivation and
serve as an evaluation exercise and that learners also enjoyed the game.
“Science Domino Game and Booklet” (Lisnani & Irzawati, 2019) was
designed to exercise and increase learners' conceptual knowledge. There are two parts
to it. While playing a game of Natural Science dominoes, they are studying a booklet
on the Solar System. Solar System lessons are taught using the learning tool of the
Natural Science domino card game. A common card game is dominoes. The Solar
8
System is used as the domino card's circles. Like a standard game of dominoes, the
rules are simple. Because they are not bored when using learning resources, learners
are more motivated to learn. Based on the results and discussions, the Science domino
design and brochure helped learners understand the Solar System. The concept
understanding indicator can be used to pinpoint it. Learners are taught and trained in
Natural Science utilizing a Solar System booklet and Natural Science domino game.
The learner's learning trajectory is excellent for teaching the Solar System .
The game "Blind Mouse on the Moon and Mars" (Gede, Hargitai, & Simonné
Dombóvári, 2013), was primarily created for elementary and middle school learners.
The game's goal is to increase players' geographic knowledge of the Moon and Mars.
There are two different games available: one needs the user to locate ten stated objects
on a map, and the other is a planetary quiz with ten random questions that calls for the
usage of a planetary globe. Similar to the previously examined strategy, the technical
aspects and implementation are emphasized rather than the effectiveness or influence
of the game on learning. One of the main drawbacks of this game is that relies on
different APIs and this leads to the need for a continuous upgrades (e.g. the game was
(Brown-Simmons et al., 2009). The goal of this game is to provide players a profound
understanding of the complexity of Earth and the Planetary System, its beauty, and
any potential effects that humans might have on them through unconventional
engagement with users and various visualization approaches (e.g. climate change).
The solution presents no subject-based review of the game and is only concerned with
9
technical and implementation issues. The unclear approach used in this game is one of
educational video game that provides hands-on experience and promotes information
acquisition about the Moon, the Earth's satellite, and planets of the Solar System like
Mercury and Venus. The game's topics are covered and designed for elementary
schools and made to provide a fairly accurate representation of the Planets in cartoon
form. This game is indeed very engaging to learners; however, this game is in a
(Yuvienco, 2016).
In this study, the researchers considered the different factors of learning for the
learners. First, integrating GBL in a web-based setting is somehow not attainable and
with that, the researchers use Microsoft PowerPoint in integrating the game. As noted
by (Paje, Rogayan & Dantic, 2021) science teachers mostly utilized MS PowerPoint
because of the different animations, themes, graphics, and etc., which are essential to
get the attention of their learners. Second, the need for the Space Jump Adventure
Game is motivated by the fact that the existing games have some drawbacks and
lapses. Some other games rely on different APIs (i.e Blind Mouse on the Moon and
Mars). Some games are designed for higher education (Pringle, 2013), and others
Related Studies
both by learners and teachers at schools. It seems that there is an implicit premise that
the use of PowerPoint is regarded to be equal to the use of ICTs in teaching and
learning. When teachers are asked to report on their ICT usage in the classroom, they
mostly mention their PowerPoint practices (Abdelrahman et al., 2013; Hopper &
Waugh, 2014; Reedy, 2008; Savasci Acikalin, 2011). However, the literature has
addressed both the advantages of using this technology and also leveled certain
to understand that the following learning is a theory in which there are processes for
implementing teaching and learning activities between teachers and learners, as well
as developing learning techniques and models that will be carried out in the classroom
as well as outside of the classroom. From the theory of social cognitive and
that meaningful learning can only occur if learners are provided with opportunities to
interact as they attach meaning to the learned content (Amineh and Hanieh, 2015).
Cognitivists concur that learners pack their mind and understand the content through
useful hands-on and mind-on activities (Yilmaz, 2011), such as laboratory activities,
there was a need to shift from teacher-centered to learner-centered because it has been
proved that learners learn well when they are given the opportunity to learn with their
peers instead of sitting passively in their class and listening to the teacher.
11
learning, and GBL, among others, have been found effective in the teaching and
learning of Science concepts (Byusa et al., 2020; da Silva Júnior et al., 2021; Eilks et
al., 2013; Prins et al., 2016). This has been attributed to the fact that such learning
approaches are bound to engage students physically, socially, and cognitively. This
eventually brings about a positive attitude, increased interest, and motivation towards
learning. Although the definition of GBL is somewhat ambiguous due to the variety
of formats and contexts in which it has been applied. The bottom line is that
educational games not only enhance learners' conceptual understanding but also
increase their motivation to learn and allow them to have fun while making sense of
the learned content (Baek et al., 2015; da Silva Júnior et al., 2021; Franco-Mariscal et
planets of the solar system, it is essential to strive for a high level of comprehension
instead of settling for a moderate level. Bloom's Taxonomy outlines various degrees
This is where game-based learning (GBL) becomes invaluable. GBL has gained
attitudes, and active participation. However, certain educational games related to the
web-based setting may not be feasible in educational contexts with limited internet
and hands-on activities. Active learning techniques, such as cooperative learning and
games, into the teaching of science topics related to the solar system can significantly
teaching and learning experience. By embracing these strategies, educators can create
Theoretical Framework
Learning (CTML), information delivered in both text and graphics can lead to deeper
learning than text alone. The assumption that there are two learning
learning. Both of these pathways are employed to transfer information into working
memory. The concept of working memory of CTML originates from Atkinson &
theory, which maintains that each subsystem of working memory has a limited
capacity (De Jong, 2010). Cognitive load occurs when the working memory's
Information processing theory states that before the information is stored in long-term
is controlled by mechanisms that translate inputs into information (Moore, Burton &
Myers, 2004).
14
Given the definition of the theory CTML of Mayer and Moreno in 1999, these
theories are the most relevant to the aims of this study, given the emphasis on how
designers is that meaningful learning can involve a heavy quantity of critical cognitive
system are severely constrained," stated Mayer and Moreno (2003). With that, any
cognitive burden to improve learning (Chang et al., 2018). Designers should consider
the students' two learning channels: auditory and visual, or CTML. Learners can be
motivated directly by grabbing the students’ attention through the use of attractive and
Conceptual Framework
Figure 1
followed. The IPO model is used in this study to show how the various variables are
related. The inputs are The Most Essential Learning Competencies for Elementary
Science (MELCS) and the K-12 Science Curriculum Standards. Another input is the
Need Assessment that was done with Science teachers about the necessity of applying
GBL with the use of Space Jump Adventure Game in teaching planets of the Solar
with the background information and understanding of what they need to develop the
The process used by the researchers includes the modified model of R & D by
Divayana, Adiarta, & Abadi (2003). This process has seven (7) steps to be taken:
evaluation, preliminary revision, final evaluation, and final revision. The Space Jump
Elementary Science Teachers and ICT Coordinators from the selected elementary
schools of Iligan City. The purpose of this evaluation is to determine the validity of
the development of the Space Jump Adventure Game in teaching planets of the Solar
System to enhance its content quality, instructional quality, technical quality, and
other factors of the material. The Space Jump Adventure Game development of GBL
with the use of Animated PowerPoint in teaching planets of the Solar System was
revised after collecting ratings, comments, and suggestions from the panel of
evaluators. After this, revisions are conducted from the comments and suggestions to
consideration throughout the finalization process. The output of this study is the
16
Research Questions
A total research questions was developed based on the scope of the study.
Factors?
defined and measured (or assessed) in a study (Creswell, 2012, p. 151). In this study,
must be accurate, factually correct, up-to-date, and aligned with intended learning
needs, interests, age, grade level, and cultural background. Additionally, content
multimedia elements and learning objects are used and are relevant to student
learning.
level means a variety of multimedia elements and learning objects are used and are
to effectiveness of the teaching and learning process to achieve its defined purpose.
level of difficulty, and utilizing graphics, colors, and sounds effectively. It also entails
providing engaging and challenging materials that foster creativity and creating a
and integration of instruction with the learner's prior experience are essential skills for
teachers.
18
teaching and learning process. This includes the physical environment of the
discussed, and accessibility of learning resources and materials. Technical quality also
ensures that the materials run using minimum system requirements and are free from
technical problems.
the evaluation or assessment that are not covered by the categories of content quality,
instructional quality, and technical quality. These may include additional factors that
affect the overall quality of education, such as conceptual errors, factual errors,
Teachers who evaluated the material in terms of its content quality, instructional
quality, technical quality, and other factors. ICT Coordinators were also the panel of
evaluators who evaluated the material in terms of its graphics, technicalities and how
GBL the material is. The panel of evaluators is coded in the following chapter.
experience for learners to explore the planets of the Solar System in a more active and
realistic way. The Space Jump Adventure Game includes educational content about
the planets, features, and characteristics. It also includes game mechanics that
CHAPTER 2
RESEARCH METHODOLOGY
This chapter outlines the procedures that the researchers utilized in order to
collect the necessary research data. Included are descriptions of the research design,
model of the development, procedure, instruments, research data, analysis, and ethical
considerations.
Research Design
This study utilized the Research and Development (R & D) Design by Borg &
Gall in 1983 to design and develop the Space Jump Adventure Game. However, due to
the necessity and context, some educational researchers simplified the 10 steps in the
implementation process of Borg & Gall in 1983. In this study, the researchers used the
modified and simplified design of R & D by Divayana, Adiarta, & Abadi (2003), and
added the two (2) necessary steps namely; final evaluation and final revision.
revision, final evaluation and final revision. In conducting research and collecting
information, the researchers conducted a literature review for the selection of the topic
and the needs assessment. In planning, the formulation of objectives based on MELCs
and preparation of the evaluation rubrics assessment tools. The design development
includes the processes used in designing the Space Jump Adventure. The preliminary
evaluation was done through the face validators which consisted with their comments
and suggestions of the game. In preliminary revision, the product was revised based on
the suggestions made by the face validators (thesis adviser and panel members). In the
20
Final Evaluation, the analysis of the rating sheet from the panel of evaluators was
assessed. Lastly, in the final product revision, the game was revised based on the
results from the comments and suggestions from the panel of evaluators. The
The researchers used purposive sampling in selecting the participants. In this kind
of sampling, the researcher carefully chooses the sample; his decision in this regard
consciously in order to acquire data. Researchers in this type of sampling are working
toward a certain objective, thus, the focus is still on specific individuals within the
selected population group of interest (Regoli, 2019). The respondents of the needs
assessment were six (6) In-Service Elementary Science Teachers. To achieve the
validity of the content and design of the game, five (5) In-Service Elementary Science
Teachers and three (3) ICT Coordinators from DepEd. They were identified and
formally invited to participate in evaluating the Space Jump Adventure Game. The
inclusion criteria for the evaluators are the following; In-service Elementary Science
Teachers must have at least 5 years and above experience in the profession and ICT
evaluators which are the In-Service Elementary Science Teachers were chosen to
of design and graphics. The selected evaluators gave comments, suggestions and
21
Instruments
material while teaching about the planets in the Solar System, a needs assessment was
requirements for developing the instructional material. The needs assessment was
the skills students need in the teaching-learning process to prepare them for future
grade levels and lifelong learning. It enables the DepEd to concentrate on critical
learning delivery. The Space Jump Adventure Game was developed based on the Most
planets in Science grade six using the Space Jump Adventure Game. The purpose of
for teaching about the planets in the Solar System. The game is titled “Space” to align
with the Most Essential Learning Competencies (MELCs), specifically focusing on the
characteristics and comparison of planets in the Solar System. The term ”jump” is
included to reflect the gameplay, where players act as astronauts, explore different
stations, and solve puzzles. Also, the term "adventure" perfectly captures the sense of
discovery, challenge, and excitement that awaits players as they navigate the game's
Software, which is widely utilized in the academe for lesson delivery due to its various
animations, themes, and graphics that help capture students' attention (Emralino &
Nartea, 2020; Paje, Rogayan & Dantic, 2021). The researchers selected MS
PowerPoint as the platform for the game, ensuring compatibility with versions such as
Microsoft PowerPoint 2010, 2015, 2016, 2018, and 2019. (See Appendix I)
Appendix F)
rating sheet for the Development of the Space Jump Adventure as a Supplementary
Material in Teaching planets in the Solar System. The researchers adopted the DepEd
LRMDS Assessment & Evaluation (2009). The Evaluators used the Evaluation Rating
Sheet (see Appendix F) for Non-Print Materials and Technical Evaluation; to assess the
suitability of materials for use in public schools and to ensure that they are free of
errors. The rating sheet includes criteria on the following: (1) Content Quality, (2)
Instructional Quality, (3) Technical Quality, and (4) Other Factors. This was done to
23
improve education through the use of information and communication technology. The
relevance, grammar, various learning styles, higher-level learning abilities, goals, and
directions.
The rubrics that were used by the ICT Coordinators, is from the California
State University-Sacramento (2017) (see Appendix G). This rubrics was used to
evaluate the electronic game in an educational setting which has three (3) main
criterias. For the first criterion Organization and Design, it has two categories.
Followed by the second criterion Instructional Design and Delivery who has three (3)
categories. The third criterion Game Based Learning has five (5) categories. The
University-Sacramento (2017).
These are the procedures that the researchers followed in gathering the data for
the development of the Space Jump Adventure Game. The following are research and
Figure 2
following sections:
material while teaching about the planets in the Solar System, an adapted and modified
needs assessment from (Nallano, 2022) was conducted. This need assessment
questionnaire has given three (2) personal questions to answer and also has five (4)
different sets of questions to answer to ascertain the requirements for the development
25
of the GBL regarding the Space Jump Adventure Game in teaching planets of the Solar
System.
B. Planning
The researchers have found the PISA 2018 results that showed how poorly
Filipino students performed in science. Of all the coverage of Science in PISA 2018;
introduction to the Solar System and planet Earth as a member of the Solar System
were only introduced in Grade 6 and Grade 8. This revealed that for the Philippines to
have a foundation in the knowledge of the Solar System, especially the planets in the
Solar System.
The learning objectives were formulated based on the Most Essential Learning
C. Design Development
The development of the Space Jump Adventure Game for learning requires
developing learning activities in such a way that game elements and game concepts are
woven into the structure of the learning activities itself. In addition to that, it is made
game platform, game world, and game mechanics of the game are well outlined. The
design of the game includes the choice of colors, animations, and pictures. In the
game platform, the game allows users to experience obstacles and challenges such as
26
solving puzzles and answering questions. With the game world, the game is set in outer
space wherein the users encounter various space objects and types of planets. In the
game mechanics of the game, it challenges users to answer questions on each planet to
progress to the next one., with corresponding points recorded using a scoring system,
PowerPoint Presentation was utilized. This approach aims to provide engaging and
D. Preliminary Evaluation
This consists of the Face Validation by the thesis adviser and panel members to
planets of the Solar System. During the preliminary evaluation, it was suggested that
the fonts must not change even if the teacher uses different versions of Powerpoint. It
was also suggested to change the name of the characters into Pinoy names or names in
astronomy. They also suggested adding GIFs and narration to make it more interesting.
It was also suggested to check the spelling and the information. They also suggested
E. Preliminary Revision
The following are the revisions made by the researchers based in the comment
and suggestions of the face validators (thesis adviser and panel members). The
researchers selected fonts that are compatible with any version of Powerpoint such as
Calibri, Arial, OCR A, Extended, Bahn Schrift, SemiBold, Berlin Sans FB Demi,
Overlock, Abadi, and Poppins. researchers changed them into Luna, Commander
27
Mario, and Pilot Pablo. The researchers add GIFs and narrations throughout the game.
F. Final Evaluation
Evaluation for the Space Jump Adventure Game of ICT Coordinators and
In-Service Elementary Science teachers was made through the rating sheet.
G. Final Revision
A number of changes were made to the research study as a direct result of the
comments and recommendations made by the panel of evaluators; the Space Jump
Data Analysis
To determine the results and findings of the study, the following statistical tools
the data. The evaluation rating sheet forms employed during the given questionnaires
were looked into one at a time, and comparable responses were collected in writing for
each question. After that, behind each question was a coding key that was made by
writing each distinct response. The researchers compiled forms that were randomly
chosen from evaluation forms that were filled out while collaborating with 5
and another 5 In-Service Science Teachers for evaluation in order to assess the
reliability of the coding key. Two distinct researchers each received a set of chosen
forms and coding keys for reading and analysis. It was discovered that the researchers
who conducted the study and the other evaluators were in complete agreement.
28
for rating interpretation assesses the Space Jump Adventure based on Content Quality,
Instructional Quality, Technical Quality, and Other Factors. This interpretation helps
identify strengths and areas for improvement in order to enhance the Space Jump
Adventure Game..
Table 1
1-29.9; Technical Quality, Passed= 39-52, failed= 1-38.9; Other Factors, Passed= 16, Failed= 1-15.9
In this study, Table 1 presents the mean ranges in the evaluation rating sheet,
along with their corresponding remarks. These ranges were utilized as a criterion to
determine whether the Space Jump Adventure met or fell short of the standards
Development System (DepED LRMDS) for Non-Print Materials. This table served as
a reference point to assess the success or failure of the Space Jump Adventure based on
Table 2
The Mean Ranges and Corresponding Descriptions Used in Interpreting the Total
Points Ratings of In-Service Elementary Science Teachers
Table 5 above shows the mean ranges in the evaluation rating sheet and their
corresponding interpretation of total points used in this study. It was used as the basis
for whether the Space Jump Adventure is Very Satisfactory, Satisfactory, or Not
Table 3
The Mean Ranges and Corresponding Descriptions Used in Interpreting the Ratings of
ICT Coordinators
Different Learning
Styles 0 - 1.67 Baseline
Table 3 Continued.
Higher Level Learning 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary
Game-Based Learning
Rules 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary
Table 3 above shows the mean ranges in the evaluation rating sheet and their
corresponding remarks used in this study. It was used as the basis for whether the game
sheet was adapted from California State University-Sacramento (2017) (See Appendix
G). There are three (3) criterias in this evaluation sheet which are discussed in this
paper.
For the Organization and Design Criterion; there are two (2) categories. In the
layout and design category, baseline remarks mean that there are few or no graphic
elements, no variation in layout and/or the colors interfere with the readability, for
effective remarks, there are some graphic elements and limited variation in layout and
exemplary remarks, there are multiple graphic elements and variation in layout and
design elements assist students in understanding concepts and ideas. For the navigation
category, baseline remarks means navigating the game is confusing and information
few places where students can become lost. In exemplary remarks, the game is
well-organized and easy to navigate and students can clearly understand where they are
The next criterion in this evaluation sheet is Instructional Design and Delivery.
In this criteria there are three (3) categories. The first category is objectives, the
non-existent. For effective remarks, some learning objectives are identified and in
exemplary remarks, the learning objectives are clearly identified. The second category
is different learning styles, in baseline remarks, the game provides few auditory,
remarks, the game provides only some and the exemplary remarks means the game
student learning. Lastly, in Higher Level Learning Skills, baseline remarks means the
game provides limited or no activities to help students increase their cognitive skills,
activities and in exemplary remarks the game provides multiple activities to help
students increase their cognitive skills, such as analysis, synthesis and evaluation.
criteria there are five (5) categories. The first category is rules, in this category
baseline means rules are not clearly stated. In effective remarks, there are some rules
32
remarks for this category, every rule is clearly stated. The second category is goals. In
goals, the baseline remarks means goals are vague or incomplete. For effective
remarks, goals are at least partially described. In exemplary remarks, goals are clearly
stated and measure what students must know and be able to do to accomplish the
game. The third category in this criteria is feedback. In the feedback category, baseline
remarks means there are few or no opportunities for students to receive feedback on
their performance. In effective remarks, there are some opportunities while exemplary
remarks means there are frequent opportunities for students to receive timely feedback
For the last category in this criterion, which is the subject, the baseline remarks
denote that the subject or topic of the game is vague or incomplete. In the effective
remarks, it implies that the subject or topic of the game is described at least partially.
On the other hand, in the exemplary remarks, it indicates that the subject or topic of the
Table 4
The Mean Ranges and Corresponding Remarks for the evaluation total points of ICT
Coordinators Rating on the Space Jump Adventure
30 - 39 Effective
points
Table 4 above shows the mean ranges of the total points and corresponding
remarks used in this study. It was used as the basis if the game is Exemplary, Effective,
University-Chico (2003) for the Innovative and Teaching with Technology category,
exemplary remarks means a variety of multimedia elements and/or learning objects are
used and are relevant to student learning throughout the course. In effective remarks,
multimedia elements and/ or learning objects are used and are relevant to student
learning. For baseline remarks, multimedia elements and/ or learning objects are
limited or non-existent.
Coding of Data
Table 5
Coding of Data of the Respondents
Table 5 Continued.
ISTNA4 EST4
ISTNA5 EST5
Table 5 shows the coding of data codes that were used in this study to protect
the personal information and maintain the confidentiality of the respondents. For the
needs assessment, In-Service Teachers are coded as ISTNA. Thus, ISTNA1 refers to
needs assessment 1. The evaluators for the content dependability or the Science
teachers are coded as EST, thus, EST1 refers to evaluator 1. ICT Coordinators is coded
Ethical Considerations
Division Superintendent for the gathering of data for the study. After the granting of
permission, another letter of request addressed to the chosen school principals for the
conduct of the study is attached with the approval letter from the Schools Division
Office. A needs assessment questionnaire was given to the selected elementary science
teachers participating in the study together with the approved letter from the Schools
Division's Office and the Principal. The needs assessment questionnaire was used to
gather data for the development of the Space Jump Adventure Game as supplementary
material in teaching planets of the Solar System. Before proceeding with the first step
elementary science teachers were also chosen based on the given criteria and formally
Upon agreeing to conduct the study, the participants were told the purpose and
benefits of participating in the study. The researchers assured that the profile or
identities and responses of every participant would be kept among the researcher and
would not be shared with the public. Any kind of communication done between the
researchers and participants is honest and transparent. Researchers did not ask personal
questions or unnecessary inquiries that are not related to the study. The researchers
ensured the authenticity of the data and presented accurate results based on the data
CHAPTER 3
This chapter outlines the results, analyses, and interpretation of the findings in
teaching planets.
In this part, the development of the Space Jump Adventure Game underwent
the following stages including the research and collecting information, planning,
final revision.
percentage (78%) of pupils who did not achieve the required level of competency in
science. Also, the study by Putri, Hermita, Zufriady et al., (2021), grade six pupils in
terms of planet identification have a conceptual understanding who fall into the
under this risk level should be considered when determining the need for corrective
actions (Haugom et al., 2022b). With Hong and Masood (2014), stated that GBL has a
methods and concluded that GBL was more effective on the internal motivation levels
37
Tsai (2013), there are a considerable number of games dedicated to Science but there
are few games that focus on planets/Solar System in particular (Mawas et al., 2020).
The following educational game related to solar system were also deemed
effective; (1) Space Hunters", (2) Science Domino Game and Booklet, (3) Blind
Mouse on the Moon and Mars, (4) gaming engine for Earth and Planetary systems, and
lastly, (5) Final Frontier Game. The need for the Space Jump Adventure Game to
develop is motivated by the fact that the existing games have some drawbacks and
lapses. Some other games rely on different APIs (i.e Blind Mouse on the Moon and
Mars). Some games are designed for higher education students (Pringle, 2013), and
others (Final Frontier Game) are in a web-based setting. This game was utilized in
Microsoft Powerpoint given that it is the most accessible to teachers and can be used
The basis for the development of the Space Jump Adventure Game was
assessed through needs assessment in a paper questionnaire (Nallano et al., 2022) that
consists of different open-ended questions which were given to the six (6) In-Service
Elementary Science Teachers. These questions and the responses of the teacher were
Table 6
Among these topics, identify one The effects of revolution and rotation on Earth. ISTNA1
(1) specific topic that you believe
your learners have difficulty
learning with and misconceptions
are prominent. Students have
difficulties in:
teachers. Two (2) in-service elementary science teachers choose students who have
difficulties in “The characteristics of the planets in the solar system” while the other
choices have 1 respondent each. It can also be seen, in the study of Putri et al., (2021),
grade six (6) learners in terms of planet identification have a conceptual understanding
who fall into the "medium" category of understanding the concept. Medium is part of
the three categories of the risk level. At the medium level, the risk might be tolerable,
but if it is reasonably practical, redesign or other changes should be taken into account
(Haugom et al., 2022). The number of incidents falling under this risk level should be
considered when determining the need for corrective actions (Haugom et al., 2022b).
In this study, the game is specifically about the characteristics of planets in the solar
system.
39
Table 7
“Simulation” ISTNA2
The table 7 shows the needs assessments questionnaire that is conducted to the
In-Service Science Teachers and their responses. The ultimate purpose of any needs
current situation (Stefaniak, 2021). The needs assessment enables the researchers to
ascertain the requirements for the development of the Space Jump Adventure Game as
Based on the data gathered by the researchers, two (2) out of five (5) answered
learners have difficulties in the characteristics of the planet in the Solar System,
followed by the one (1) basic astronomy concept, one (1) the effects of revolution and
rotation on Earth and one (1) lastly the relationship of Earth and Sun. This implies that
the teaching of characteristics of planets in the Solar System seem to be a challenge for
teachers because some have difficulty in learning this. With that, the purpose of the
development of the Space Jump Adventure game is also fitting for the majority of the
science teachers.
Presentation, Simulation and showing lots of models of the solar system. Other
In-Service Elementary Science have also applied cooperative learning and the PWA or
have also encountered challenges while teaching planets in the Solar System. Four (4)
out of 5 In-Service Elementary Science Teachers have challenges solely with the
learners' understanding. The learners’ time attention is one of the big concerns,
41
followed by some of the learners having a hard time in familiarizing the planets and
teaching planets of the Solar System, at which this study is aimed. It was found out
that GBL for the In-Service Elementary Science Teachers is also noted as beneficial
because it can allow the lesson to not be stagnant while having fun based on their
responses. GBL allows teachers to incorporate active learning into their instruction
sessions while also increasing learners' interest and motivation, and a substantial
amount of research demonstrates that GBL can boost student learning and engagement,
as well as providing instant feedback on performance (Pho and Disncore, 2015). Thus,
Planning
The topic chosen was the planets of the Solar System that is part of Grade 6
level Science lessons. As stated in the K-12 Curriculum Standards for Grade 6,
learners at the end of the grade level must learn about the Solar System, with the focus
on the motions of the Earth as prerequisite to the study of seasons in a later grade. (K
PISA 2018, Philippines had the second-highest percentage (78%) of pupils who did not
Science in PISA 2018 the introduction to the Solar System and Earth as a member of
the Solar System were only introduced in Grade 6 and Grade 8. Therefore, grade 6
learners must have a foundation in the knowledge of the Solar System, especially
planets of the Solar System, to avoid misconceptions and lower scores on one such
Assessment (PISA).
Figure 3
Solar System is one of the topics in Science for Grade 6 to be discussed in the
Fourth Quarter. The said topic is based on MELCs were provided by DepEd as the
primary reference for all Schools, Schools Division Offices (SD0s) and Regional
Offices (R0s) in determining and implementing learning delivery approaches that are
suited to the local context and diversity of learners, while adapting to the challenges
stipulated in the Science Curriculum Guide provided for the Grade 6 level. The
curriculum guide contains the content standard, performance standard and learning
competencies. Grade 6 Earth and Space Learning Competency: Q4/Week 7-8 Compare
the planets of the Solar System. To achieve the highest level learning science that the
Department of Education in the Philippines, learners in the Grade 6 level must attain
43
the following performance standards that they intended to learn. Earth and Space
Design Development
Designing the Space Jump Adventure Game with the use of Animated PowerPoint
Presentation
The developed Space Jump Adventure Game in teaching planets of the Solar
the researchers. Furthermore, the design was significantly ensured to be aligned to the
key competencies that students need to achieve through the lesson along with the
The theory CTML of Mayer and Moreno in 1999 is the basis of the design of
this material, given the emphasis on how instructional material should be designed.
Instructional designers should consider the learners' two learning channels: auditory
and visual, or CTML. As Mayer and Moreno in 2003 stated "A major challenge for
critical cognitive processing, while the cognitive resources of the learner's information
The developed Space Jump Adventure Game in teaching planets of the Solar
System. Content was chosen as stipulated in the standard and competencies of K-12
44
Most Essential Learning Competencies (MELCs) for grade 6-10. In this step the
researcher created the lesson plans along with the activities and the elements of the
game as well as the conceptualization of the content for the Space Jump Adventure
images, art, audio and videos and all other learning materials to be included in the
lessons. In designing the Space Jump Adventure Game, the researcher was guided with
the guidelines from the Department of Education in making lesson and lesson plans
Jump Adventure Game was created in an effective way as the researchers use the
Grade 6 Science Beyond Borders Textbook for information and updated details on
The researchers made a GBL interactive game by having questions after the
given information so that the learners are able to process their thinking and engage in
the game. In this part, the learners’ curiosity and also their interest is stimulated on
how the game will go through. According to Gürdoğan (2012), it also improves
creativity by affecting the usage of knowledge, and the conceptual and technical skills
of learners. Moreover, it is explained as one of the factors that creates interest and
anxiety of the learners and ensures that they become constructive, creative and
al 2014).
In their report, Clark et al., (2009) review existing games and studies on
Science learning, identify goals such as conceptual understanding and process skills,
45
epistemological understanding, attitudes and identity, and design issues. While there
are a considerable number of games dedicated to Science (Li & Tsai, 2013), there are
few games that focus on Geoscience in general and planets/Solar System in particular
In line with this, the researchers made sure that the material can give the
learners fun and experience as if they were really in the world of astronomy. The
researchers used information that is easy to understand, the images used show real
images of the planets, and the audio that the researchers used can let the player feel
excited and use a voice that is easy to understand. The game is made for the learners to
learn, enjoy and feel motivated about the lessons. The design components of the Space
Game Platform
futuristic space-themed world. The game follows the journey of the players, who are
on a mission. The Space Jump Adventure Game can be played on personal computers
and laptops. The game can be played using a computer mouse. As long as you have
Figure 4
Designing the Game World of Space Jump Adventure Game with the use of Animated
PowerPoint Presentation
The Space Jump Adventure Game includes quiz questions such as fill-in the
blanks test and multiple choice test which appears after exploring each planet that tests
the player’s knowledge of the Solar System. The Space Jump Adventure Game world
planets and other celestial bodies in the Solar System. Such as the characters in the
game, the enemies in the game, introduction, were designed based on the space theme.
47
The game has 8 planets where the players need to jump onto these 8 planets
and encounter some asteroids fields and other challenges. Each planet is designed with
unique challenges and obstacles that must be overcome to progress through the game.
The Space Jump Adventure Game features graphics and visual effects that bring the
game world to a life. With the chosen pictures, sounds, music, and other characters.
The game lets the player experience and see what it looks like to be in space. The
game features some 2D and 3D models and textures that create an immersive
space-themed experience for players. The sound effects and voice acting add to the
game’s overall atmosphere and help to enhance the player’s gaming experience.
Figure 5
Designing the Game Mechanics Space Jump Adventure Game with the use of Animated
PowerPoint Presentation
The Space Jump Adventure Game is an adventure game where the player's
answering the questions while collecting star points and passing the obstacles. Along
the way, the players may encounter obstacles just like monsters to progress through the
game.
As the players progress, they will encounter a slide of questions where they
need to click the box for the total points they got from the previous questions. And if
they got 0-3 points they need to go back and answer some questions again to proceed
to the next planet. But if they get 4-6 points they can proceed to the next planet.
The playtest of Space Jump Adventure Game had gathered feedback on the
game’s mechanics, game world, and overall experiences. Observe how the players
interact with the game and take note of any issues they encounter. The researchers
analyze the feedback from the evaluators and identify any common issues that need
improvement. Based on the feedback, the researchers revised the game to address any
issues or areas for improvement. Make changes to game mechanics and game world as
The finalization of the design of the Space Jump Adventure Game has been
thoroughly revised and the researcher still takes the suggestions and comments from
the panel of evaluators to make more revisions as necessary to create a game that is
Preliminary Evaluation
Table 8
Face Validators Comments and Suggestions towards the Space Jump Adventure Game
in terms of Content
Content
\\
50
Table 8 shows the suggestions provided by the panelists regarding the Space
Jump Adventure Game, specifically focusing on its Content. The initial version of the
game contained a few errors and corrections, which the researchers promptly
addressed through revisions. One suggestion was to ensure that the shapes of the
planets in the game matched their real-life sizes, leading the researcher to edit the
planet sizes accordingly. Additionally, it was recommended that the character names be
name to Commander Marie, Luna to Sasha, introduced a new character named Pilot
Pablo, while retaining the name Ben. Another suggestion involved incorporating
examples of planets that belong to the Terrestrial Planet category, which the researcher
addressed by showcasing the relevant Terrestrial Planets. The details of the planets
Table 9
Face Validators Comments and Suggestions towards the Space Jump Adventure Game
Assessments Questions
Table 9 shows the suggestions put forward by the panelists regarding the Space
suggestion was to use analogy questions for the difficult part of the assessment, rather
pertained to True or False type tests, where it was proposed that the first question
52
should always be true. In response, the researcher included a True or False test and
ensured that the answer to the first question is indeed true. Furthermore, any errors
misinterpretation.
Table 10
Face Validators Comments and Suggestions towards the Space Jump Adventure Game
in terms of Animation
Animation
Table 10 shows the suggestions provided by the panelists regarding the Space
enlarge the slides in the PowerPoint presentation, prompting the researcher to edit each
in the planets and utilize GIFs and animations. In response, the researchers created
more animated GIFs to enhance the game's level of engagement and enjoyment.
Background music, sound effects, and voice narration were also introduced to further
Table 11
Face Validators Comments and Suggestions towards the Space Jump Adventure Game
Check slide 11 for correct The researchers revised the content of the
spelling of planets (please game. Spelling and Grammar were also
check spelling and grammar fixed accordingly.
of the entire game as well).
Table 11 shows the suggestions provided by the panelists regarding the Space
Jump Adventure Game, specifically related to Grammar and Spelling. The initial
version of the game contained a number of errors and corrections, which the
researchers diligently addressed through revisions. Notably, the text and terms
displayed on the slides required fixing. To rectify this, the researchers carefully
checked and corrected the spelling and grammar on each slide, ensuring accuracy and
54
Table 12
Face Validators Comments and Suggestions towards the Space Jump Adventure Game in
Terms of Graphics
Graphics
Make sure the fonts will not The researchers use fonts that are
change even if the teacher is compatible with any of the versions 2010,
using different versions of of Microsoft PowerPoint. These fonts are:
Powerpoint. Calibri, Arial, OCR A Extended,
Bahnschrift, Bahnschrift SemiBold,
Berlin Sans FB Demi, Overlock, Abadi,
and Poppins.
Table 12 shows the suggestions provided by the panelists regarding the Space
eliminate the animation where planets talk, to avoid potential misconceptions among
into Terrestrial Planets and Gas Planets on separate slides. This way, learners can
explore each planet individually and observe clear details about their characteristics.
Another suggestion was to ensure the font used in the game remains consistent
fonts that are compatible with various versions, such as Calibri, Arial, OCR A
learners provide the correct answer. In light of this suggestion, the researchers added
effects to the slide to create a livelier and more engaging experience for the learners.
Table 13
Face Validators Comments and Suggestions towards the Space Jump Adventure Game in
Terms of Media
Add narration voices to the The text narration generator was used
characters and for the content for the voices and the reading of
information of the game information of the game.
56
Table 13 Continued.
Table 13 presents the suggestions made by the panelists regarding the Space
Jump Adventure Game, specifically focusing on Audio and Video. During the testing
phase with a 6th-grade learner, it was observed that the game took an excessive 45
minutes to complete, which proved to be quite lengthy for a child and caused boredom.
However, positive responses were also noted, as the learner expressed excitement to
play the game and remained attentive to the instructions and information provided.
Taking into account the game's topic, which revolves around the planets of the
solar system, the panelists suggested dividing it into two sections: the inner planets and
the outer planets. This division would help streamline the gameplay and make it more
manageable for learners. Additionally, the appropriate background music (BGMs) that
were used in the game enhanced the overall experience. Moreover, the complications
associated with the challenge on planet Uranus were resolved, ensuring a smoother
gameplay flow. With these adjustments and improvements implemented, the game was
Final Evaluation
Table 14
towards the developed Space Jump Game in terms of content quality. Based in the
58
result, the In-Service Elementary Science Teachers gave a rate of 4 with a description
of Very Satisfactory and a total mean rate of 4 on the following: The content is
consistent with topics/skills found in the DepED Learning Competencies for the
subject and grade/year level it was intended; The concepts developed contribute to
content is accurate; The content is up-to-date; The content is logically developed and
organized; The Content is free from cultural, gender, racial, or ethnic bias; The content
stimulates and promotes critical thinking; The content is relevant to real-life situations;
The language (including vocabulary) is appropriate to the target user level; and The
content promotes positive values that support formative growth. With the calculation
made by the researchers, the total mean rating is 40 which means the material passed
the standard of Content Quality set by the DepEd for Non-Print Materials.
Based on the data gathered by the researcher on the development of the Space
Jump Adventurer Game in terms of content quality. The results implies that the content
of Space Jump Adventure is consistent with the topics/skills based on the DepEd
Learning competencies on the subject and the intended grade level. The concepts used
objective. The content is accurate, up-to-date, and logically developed, and organized.
The content also is free from any cultural, gender, racial, or ethical bias. The content
highly promotes critical thinking and is relevant to real-life situations, Aside from the
language choice and used in the game is appropriate on the target user level and
The content acts as a vessel for the learners to master their skills and knowledge. It’s
Table 15
In-Service Grade 6 Science Teachers Rating Towards the Development of Space Jump
Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory.
** Resource must score at least 30 points out of a maximum of 40 points to pass this criterion.
60
the developed Space Jump Game in terms of instructional quality. Based on the table,
the In-Service Elementary Science Teachers gave a rate of 4 with a total mean rate of 4
on the following: The purpose of the material is well defined; Learning objectives are
clearly stated and measurable; Graphics/colors /sounds are used for appropriate
Material effectively stimulates the creativity of target user; Feedback on target user’s
responses is effectively employed; Target user can control the rate and sequence of
presentation and review; and Instruction is integrated with target user’s previous. It
implies that the purpose of the materials is well defined, it archives its purpose, the
learning objectives are clearly stated and measurable, and the level of faculty is
appropriate for the intended user. Aside from that the graphics/colors /sounds are
well as targeted to the learners for whom the materials are to be used. This is important
because the objectives that the materials are designed to achieve should be similar to
a total mean rate of 3.8 on the following: Material achieves its defined purpose and the
level of difficulty is appropriate for the intended target user. This implies that there are
some parts of the game that need to be changed or polished to define the purpose of the
game clearly. The material may not be easy for the other students to understand,
leaving it difficult to understand the characteristics of the planets. With the calculation
made by the researcher, the total mean rate is 39.6 which is defined as Passed. This
61
implies that the material passed the standard of Instructional Quality set by the DepEd
for Non-Print Materials. However, there are some parts of the materials that need to be
improved or polished for the purpose of the game clearly defined. Also, there must be
some parts that need to adjust or change to balance the level of difficulty of the game
for the learners. In the study of Ikeobi (2010), high-quality instructional material is
effective if the information in the sense is more appealing or captivating (Duru, 2011).
Table 16
4. Music and sound effects are appropriate and 3.8 Very Satisfactory
effective for instructional purposes.
7. Visuals sustain interest and do not distract the 4.00 Very Satisfactory
user's attention.
9. The user support materials (if any) are 4.00 Very Satisfactory
effective.
62
Table 16 Continued.
10. The design allows the target user to navigate 4.00 Very Satisfactory
freely through the material.
11. The material can easily and independently be 4.00 Very Satisfactory
used.
12. The material will run using minimum system 3.8 Very Satisfactory
requirements
13. The program is free from technical problems. 3.8 Very Satisfactory
towards the developed Space Jump Game in terms of technical quality. Based on the
data gathered by the researchers a total mean rate of 4 with description of Very
Satisfaction was given on the following: The speech and narration is clean an can be
easily understood; There is complete synchronization of audio with the visuals, if any;
The Screen displays (text) are uncluttered, easy to read, and aesthetically pleasing;
Visual presentations (non-text) are clear and easy to interpret; Visuals sustain interest
and do not distract the user's attention; Visuals provide an accurate representation of
the concept discussed; The user support materials (if any) are effective; The design
allows the target user to navigate freely through the material; and the material can
easily and independently be used. This implies that the audio, speech, narration,
choice of music, and sound effects are appropriate for the material which helps the user
ro clearly and easily understand the concepts. Aside from that the screen display or text
and visual presentation present a clear representation of the concept of the material.
However, some In-Service Elementary Science Teachers gave a rate of 3 with a total
mean rate of 3.8 on the following: The audio enhances understanding of the concept;
63
Music and sound effects are appropriate and effective for instructional purposes; The
material will run using minimum system requirements; and The program is free from
technical problems.
The following are the comments given by the In-Service Elementary Science
Teacher: “There was delayed audio or no audio at all”; “Music/background music are
almost the same throughout”; “ The file was quite heavy”; and “ Automatically plays
what is astronomy without clicking”. This implies that there was a delay of audio, the
voice of background music is the same throughout the game, the file is heavy, and
there is a point where it automatically plays without clicking. In which can be used as
where the material can be improved. With the calculation made by the researcher, the
total mean rate of Technical Quality is 51.4 which implies the material passed the
standard of Technical Quality set by the DepEd for Non-Print Materials. However,
there are some parts of the games that need to be enhanced and adjusted according to
the data.
Students who are low on prior knowledge can be facilitated by the visual
design of the learning materials in ways that guides students' visual attention to
conceptual links between representations (Plass et al., 2014). The visual aesthetic
design includes visual elements such as the overall look and feel of the game and the
game characters, but also the form of representation of key information in the game.
The visual design determines how tools and functions of the game mechanics are
visualized.
64
Table 17
In-Service Grade 6 Science Teacher Rating Towards the Development of Space Jump
TOTAL 16 Passed
Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory. The
information contained in the material, where the following errors are found.
**Resource must score at least 16 points out of a maximum of 16 points to pass this criterion.
towards the developed Space Jump Game in terms of other factors. Based on the
result, the In-Service Elementary Science Teachers gave a rate of 4 and a mean rating
Factual errors; Grammatical and/or typographical errors; and Other errors (i.e.,
computational errors, obsolete information, errors in the visuals, etc.). Furthermore, the
total mean rate is 16 which means the material passed the standard of Other Factors set
by the DepEd for Non-Print Materials. This implies that the game does not have errors
or the evaluators did not experience errors as they evaluate and play the game.
65
Comments of the Space Jump Adventure Game made by the In-Service Elementary
Science Teachers
Teacher. They gave their own comments on the material. EST2 commented on the
the Solar System Planets. It is usual and audio can capture the interest of learners while
teaching planets”; “ The game with the use of Laptops and Computers are useful and
they can make easier for teachers to engage students/learners in collaborative and
project-based work.”; ” It is more efficient because the game will not use WIFI”.
can greatly develop the learners skills and critical thinking. Since it’s very enjoyable
and interesting, the learners will be excited to learn more about planets in the solar
system.”; and “I have no further suggestion on the lesson plan, guide and the game as
the strategy in teaching planets in Science 6. I hope this strategy will be shared to us
Science Teachers in Grade 6 since it’s very unique and challenging to our learners.”
Evaluation Rating Sheet of ICT Coordinator towards Space Jump Adventure Game
Science Teachers and 3 ICT Coordinators were identified and formally invited to
participate in determining the content and design of the Space Jump Adventure Game.
66
Table 18
Game-based Learning
Interaction 5 Exemplary
Subject 5 Exemplary
Table 18 above shows the results of the rating of ICT Coordinators for the
Space Jump Adventure Game. Based on the results and for the description of rubrics
for Organization and Design criterion, Layout & Design Criterion category got the
mean rating of 5, Exemplary, meaning there are multiple graphic elements and
variation in layout and design elements assist students in understanding concepts and
ideas. For the category of navigation, the result is 4.33 which means this belongs in
67
the level of achievement, exemplary, the game is well-organized and easy to navigate
and students can clearly understand where they are and where to go next. But with the
response of EICT2, said that the students could be confused because the game doesn’t
indicate how many points the player acquires when successfully playing the game.
The next criterion in this evaluation sheet is Instructional Design and Delivery.
In this criteria there are three (3) categories. The first category is objectives, which got
a result of 5, exemplary, meaning the learning objectives are clearly identified. The
second category in this criterion is different learning styles, and which got 5,
exemplary means the game provides multiple auditory, kinesthetic, textual and/or
visual activities to enhance student learning. The third category in this criterion is
Higher Level Learning Skills which got a mean rating of 5, exemplary remarks the
game provides multiple activities to help students increase their cognitive skills, such
criteria there are five (5) categories. The first category is rules, in this category this has
a mean rate of 5, exemplary, and this means that every rule is clearly stated. The
second category is goals. In goals, this got 5, exemplary, which means that goals are
clearly stated and measure what students must know and be able to do to accomplish
the game. The third category in this criteria is feedback. In the feedback category, this
got a mean rate of 3.66, exemplary, meaning there are frequent opportunities for
students to receive timely feedback on their performance. Two (2) ICT Coordinators
said that because of the game in which the scores are not displayed, the students cannot
know or keep track of their performance. The fourth category in this criteria is
Interaction. In this category, this has a mean rate of 5, exemplary, that means
68
Comments of the Space Jump Adventure Game made by the ICT Coordinators
Aside from the suggestions given by the ICT Coordinator in Education. They
gave their own positive comments on the material. EICT1 commented “ So far the
game.”. The ICT Coordinators were then asked (1) What do you like most about the
game and why?, EICT) answered “The graphics of the game are very vibrant and will
likely keep the students' interest engaged”, and “So far the game-based instructions are
good”. While EICT2 answered “The game is interactive and informative” and EICT3
“Collect a star on each planet because you need to unlock the first planet before
entering for the other one. I enjoyed this part since there is a mastery of knowledge and
skills”.
69
Final Revision
Table 19
Audio
Before Suggestions After
(EICT1)The intro
"warning" music makes
me nervous, and it
should be just for a
short amount of
duration in order to
avoid children being
shocked.
File
Suggestions
Before After
- It would be better to
divide the game into
different planets to be
able to maintain the
interest of the students
in playing the game.
Table 19 above shows the suggestions and revisions from the In-service
Elementary Science Teachers. The warning signs that EST1 stated were the reminder
that an obstacle of the game appeared, and with regards to that EST1, suggested that it
would be better to shorten the duration of the warning audio sign as it is not pleasing to
hear. The audio “warning” was fixed on by lowering the volume and shortening the
amount of duration. With the duration of the game, as it was suggested also by the
70
other panel of evaluators, the game was decided to divide it into 10 files. Since there
are 8 planets and 2 files for the Inner Planets and Outer Planets. The game was divided
accordingly.
Table 20
Suggestions and Revisions of Space Jump Adventure Game by the ICT Coordinators
Video
Animation
File
Before Suggestions and After
Comments
Table 20 above shows the suggestions and revisions made by the ICT
Coordinators towards the Space Jump Adventure Game. As (ICT1) stated the
importance of giving credits to the videos that the researchers have used, the
University of Washington (2022) also says that giving credits to the right owners leads
to more accuracy of the information. Before, there are no points shown on the screen
after clicking the answer and the evaluator suggested it would be nicer if they could
check how many points they got because that will be their guide on how many stars
they will color. For the duration of the game (ICT2) also suggested that it’s better to
divide the game into different sub-parts. These sub-parts are wherein the students
could choose which planet they want to play or the teacher could choose. The
PowerPoint Presentation that the Space Jump Adventure Game utilized was divided
into 10 PowerPoint files. The 8 Powerpoint files represent the 8 planets in the Solar
System and the 2 PowerPoint files consider the lesson that only talks about Inner
Figure 6
various aspects such as providing an overview of the game's genre, highlighting its key
objectives, mechanics, and mission progression. Furthermore, the user's manual may
73
delve into character profiles, settings, and card points, offering players a deeper
troubleshooting tips for common issues are often included. In the study by Willemsen
and Van Vught (2021), they explore the value of user manuals, highlighting that
manuals provide players with essential information and contribute to the overall
gaming experience. Nielsen et al. (2019) in their book "Understanding Video Games:
The Essential Introduction" also emphasize the importance of user manuals, explaining
that manuals serve as "crucial sources of information about game mechanics, controls,
developers and other individuals involved in the game's creation. The overall purpose
of this user's manual is to equip players with the necessary knowledge to fully immerse
Summary of Findings
The findings on needs assessment found that students are having difficulties
understanding the characteristics of the planets of the solar system. Which became the
springboard of the development of the material. The material was rated very
other factors such as errors. The game passed the standards set by the DepED LRMDS
engaging, interesting, interactive, and informative. Therefore, the material can be used
Conclusions
Science Teachers, it was revealed that teachers were having difficulties teaching
planets of the Solar System. Two (2) out of In-Service Elementary Science Teachers
answered that students have difficulties with the characteristics of the planets in the
Solar System, followed by the basic astronomy concept, the effects of revolution and
rotation on Earth, and lastly, the relationship between Earth and the Sun. (4) out of 5
In-Service Elementary Science Teachers have challenges solely with the learners' 70
understanding of the planets of the Solar System. The In-Service Elementary Science
Teachers have also used a variety of learning strategies to address the challenges. But
overall, the findings on needs assessment found that In-Service Elementary Science
Teachers also noted that GBL is beneficial because it can allow the lesson to not be
in terms of Content Quality. The result shows that the content of the game is accurate
and up-to-date about planets of the Solar System, promotes critical thinking, and
promotes positive values that support formative growth. Moreover, the language used
on the content is appropriate to the target user level and the content is relevant to
real-life situations. In terms of instructional quality, the result shows that the purpose
of the game is well defined, it archives its purpose, the learning objectives are clearly
stated and measurable, and the level of difficulty is appropriate for the intended target
terms of Technical Quality. The result shows that the text, visual presentation, speech,
75
and narration are clear and accurate which helps the materials easy to understand.
Also, the material is free from technical problems. In terms of Other Factors in the
game. The game does not show any conceptual errors, factual errors, grammatical
errors, and any errors. Thus the game is free from any errors.
Space Jump Adventure Game. The game layout and design shows are appropriate. The
rules, goals, feedback, interaction, and subject are exemplary which means the game
fits the 71 characteristics of a GBL. The graphics of the game are very vibrant and will
likely keep the learners' interest engaged. The game is interactive and informative.
Recommendations
Based on the data and result the Space Jump Adventure can be used as
instructional material that could be utilized in the teaching and learning process. Thus,
1.Based on the finding the standard set by the DepEd on the Non-Print
to avoid destruction and to clearly read the text for the students to easily understand
3. Since the utilization of the Space Jump Adventure must be done in the ICT
classroom, it is recommended that teachers may utilize this in their rooms with the help
of printed materials such as the choices of each question wherein learners can write
to future researchers who may like to conduct other studies about learning instruction
activities and learners’ performance using the Space Jump Adventure. It can also be
used as a material for pilot testing to evaluate the effectiveness of the game and for
REFERENCES
Barak, M., Ashkar, T., & Dori, Y. J. (2011). Learning science via animated
movies: Its effect on students’ thinking and motivation. Computers &Amp;
Education, 56(3), 839–846. https://doi.org/10.1016/j.compedu.2010.10.025
Barak, M., & Dori, Y. (2010). Teaching Science via Animated Movies: Its
Effect on Students' Learning Outcomes and Motivation.
Researchgate.https://www.researchgate.net/publication/266800142
Basu, M., (2011). The Philippines gets serious about connecting its schools.
Gov Insider. https://govinsider.asia/innovation/
Belmi, R.M. & Mangali, G.R. (2020). PISA Scientific Literacy Framework vis-à-vis
the Kto12 Science Curriculum. In M.U. Balagtas & MA. C. Montealegre (Eds),
Challenges of PISA: The PNU Report (pp.101-141). Philippine Normal
University and Rex Institute for Student Excellence, Inc.
Byusa, E., Kampire, E., & Mwesigye, A. R. (2022, May 26). Game-based
learning approach on students’ motivation and understanding of chemistry
concepts: A systematic review of literature. Heliyon.
https://doi.org/10.1016/j.heliyon.2022.e09541
Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are
Restless.
(n.d.).Er.educause.edu.https://er.educause.edu/articles/2006/3/digital-gamebase
d-learning-its-not-just-the-digital-natives-who-are-restless
Dimitra, K., Konstantinos, K., Christina, Z., & Katerina, T. (2020). Types of
Game-Based Learning in Education: A brief state of the art and the
implementation in Greece. The European Educational Researcher, 3(2), 87–100
El Mawas, N., Tal, I., Moldovan, A. N., Bogusevschi, D., Andrews, J., Muntean, G.
M., & Muntean, C. H. (2020). Investigating the impact of an adventure-based
3D solar system game on primary school learning process. Knowledge
Management & E-Learning, 12(2), 165–190.
https://doi.org/10.34105/j.kmel.2020.12.009
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and
feedback on motivation and learning effectiveness. Computers & Education,
67, 156–167. https://doi.org/10.1016/j.compedu.2013.02.019
Moore, D. A., & Tenney, E. R. (2012). Time pressure, performance, and Productivity.
Research on Managing Groups and Teams, 305–326.
https://doi.org/10.1108/s1534-0856(2012)0000015015
Gazit, E., Yair, Y., & Chen, D. (2005). Emerging Conceptual Understanding of
Complex Astronomical Phenomena by Using a Virtual Solar System. Journal
of Science Education and Technology, 14(5/6), 459–470.
http://www.jstor.org/stable/40186727
Gopalan, V., Bakar, J. A. A., Zulkifli, A. N., Alwi, A., & Mat, R. C. (2017). A
review of the motivation theories in learning. AIP Conference Proceedings.
https://doi.org/10.1063/1.5005376
Juhari, A. N., & Abu Bakar, M. H. (2020). Popular game elements used in designing
game-based learning STEM application for school students – A Review. Jurnal
Kejuruteraan, 32(4), 559–568. https://doi.org/10.17576/jkukm-2020-32(4)-01
Kirikkaya, E., Iseri, S., Vurkaya, G., (2010). A Board Game about Space and
Solar System for Primary School Students. The Turkish Online Journal of
Educational Technology, volume 9 Issue 2. 1-13
Liu, Z.-Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the concept of game-based
learning in Education. International Journal of Emerging Technologies in
Learning (IJET), 15(14), 53. https://doi.org/10.3991/ijet.v15i14.14675
Maryanti, R., Nandiyanto, A. B. D., Hufad, A., & Sunardi, S. (2021). Science
Education for Students with Special Needs in Indonesia: From Definition,
Systematic Review, Education System, to Curriculum. Indonesian Journal of
Community and Special Needs Education, 1(1), 1–8
OECD (2019), PISA 2018 Results (Volume I): What Students Know and Can Do,
PISA, OECD Publishing, Paris. https://doi.org/10.1787/5f07c754-en.
Osman, N., Noor, S.S.M., Rouyan, N.M., & Hat, N.C. (2022). The use of
PowerPoint in Developing multimedia-based teaching and learning materials
for learning Arabic Language. Journal of Language and Linguistic Studies,
18(1), 15-21. Doi: 10.52462/jlls.163
Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement
game-based learning in a smart classroom? A model based on a systematic
literature review and Delphi Method. Frontiers in Psychology, 12.
https://doi.org/10.3389/fpsyg.2021.749837
Putri, F. E., Hermita, N., Zufriady, Z., & Tanu Wijaya, T. (2021). Identifying
Sixth Grade Students’ Misconceptions on Solar System. Journal Of Teaching
and Learning in Elementary Education (JTLEE), 4(1), 64.
https://doi.org/10.33578/jtlee.v4i1.7857
80
Sharp, J. G., & Kuerbis, P. (2005). Children’s ideas about the solar system and
the chaos in learning science. Science Education, 90(1), 124–147.
https://doi.org/10.1002/sce.20126
You, H. S., Kim, K., Black, K., & Min, K. W. (2018). Assessing Science
Motivation for College Students: Validation of the Science Motivation
Questionnaire II using the Rasch-Andrich Rating Scale Model. EURASIA
Journal of Mathematics, Science and Technology Education, 14(4).
https://doi.org/10.29333/ejmste/8182
81
Materials.https://Www.Researchgate.Net/Publication/338169867_effective_les
son_delivery_the_impact_of_instructional_materials.
82
APPENDIX A
APPENDIX B
APPENDIX C
APPENDIX D
Greetings!
This questionnaire aims to identify topics in the Grade 6 Solar System that will be
subject of enhancement for the study.
1. Name (Optional)
_____________________
2. Subject Taught
_____________________
● Science 6 Teacher
3. Length of Service in Teaching the Discipline
● 5 - 7 years
● 8 - 10 years
● 10 - 15 years
● 15 years and above
4. Among these topics, click/identify only one (1) specific topic that you
believe your learners have difficulty learning with and misconceptions are
prominent. Please also add comments/remarks on your reason for
selecting this topic.
86
5. What learning strategies have you used while teaching the characteristics of
the planet in the solar system?
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
_______________________________________________________________
_______________________________________________________________
_______________________________________________________________
Researchers Note:
Thank you so much for taking some of your precious time to answer this
questionnaire!
Rest assured that any information received from your school, specifically from
the teachers will be handled in the strictest protocol. The results of this questionnaire
will be kept confidential.
88
APPENDIX E
APPENDIX F
Evaluation Rating Sheet for the Development of the Space Jump Adventure as a
Supplementary Material in Teaching Solar System
Direction: : Examine the material carefully and for each evaluation criterion consider
the extent to which the resource meets the criteria. Check the appropriate number
[with 4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not
Satisfactory]. For a rating below 4, write your comments/justifications on each
evaluation criterion. If an evaluation criterion is Not Applicable (NA), the material is
rated 3 on said criterion.
5. Content is logically
developed and
organized.
6. Content is free from
cultural, gender, racial,
or ethnic bias
7. Content stimulates and
promotes critical
thinking.
8. Content is relevant to
real-life situations.
9. Language (including
vocabulary) is
appropriate to the target
user level.
10. Content promotes
positive values that
support formative
growth.
Factor B. Instructional VS S/NA Poor Not
Quality 4 3 2 Satisfactory
8. Feedback on target
user’s responses is
effectively employed.
9. Target user can control
the rate and sequence of
presentation and review.
10. Instruction is integrated
with target user’s
previous
VS S/NA Poor Not
Factor C. 4 3 2 Satisfactory
Technical Quality
1. Audio enhances
understanding of the
concept
2. Speech and narration
(correct pacing,
intonation, and
pronunciation) is clear
and can be easily
understood.
3. There is complete
synchronization of
audio with the visuals, if
any.
4. Music and sound effects
are appropriate and
effective for
instructional purposes.
5. Screen displays (text)
are uncluttered, easy to
read, and aesthetically
pleasing.
6. Visual presentations
(non-text) are clear and
easy to interpret.
7. Visuals sustain interest
and do not distract the
user's attention.
8. Visuals provide accurate
representation of the
concept discussed
9. The user support
materials (if any) are
effective
92
Comments:___________________________________________________________
Suggestion:
_____________________________________________________________________
____________________________________________________________________
93
APPENDIX G
Rubrics for the Development of the Space Jump Adventure as a Supplementary
Material in Teaching Planets in the Solar System for ICT Coordinator
Adapted from California State University-Sacramento and Bruce Whitehill
Direction: : Examine the material carefully and for each evaluation criterion consider
the extent to which the resource meets the criteria. Check the appropriate number
[with 1 being Baseline; 3 - Effective; 5 - Exemplary]. For a rating below 1, write
your comments/justifications on each evaluation criterion.
Levels of Achievement
CRITERIA
Baseline Effective Exemplary SCORE
Layout & There are few or no There are some There are
Design graphic elements, no graphic elements multiple
variation in layout and limited graphic
and/or the colors variation in elements and
interfere with the layout. Design variation in
readability. elements layout. Design
94
Game-Based Learning
Rules Rules are not clearly Some rules are Every rule is
stated. given, but there clearly stated.
is missing
information.
Students might
be confused.
Total Score
97
APPENDIX H
APPENDIX I
APPENDIX J
Researchers’ Note: Please download the file upon directing to Google Drive. With
this material, downloading it first is needed as one of its main features is only
available in MS PowerPoint presentation. Opening it with Google Slides will limit
its unique features and you cannot smoothly play the game. Thank you. Google
Drive link:
APPENDIX K
Adventure Game
111
APPENDIX L
Documentation for the ICT and Science Teachers on Space Jump Adventure Game
Evaluating the material Space Jump Adventure Game
Figure 7. Documentation for Evaluation with the In-service Teachers and ICT
Figure 6 shows the Phase 1 and 2 Validation of the Space Jump Adventure Game.
Also, the researchers offered our deepest respect towards these validators for giving
their great help and for the suggestions and comments for the study.
113
CURRICULUM VITAE
PERSONAL INFORMATION
EDUCATIONAL ATTAINMENT
Collegiate:
Secondary:
La Salle Academy
Bro. Raymund Jeffrey Rd, Pala-o, Iligan City
Science, Technology, Engineering and Mathematics
Elementary:
CURRICULUM VITAE
PERSONAL INFORMATION
EDUCATIONAL ATTAINMENT
Collegiate:
Secondary:
Elementary:
CURRICULUM VITAE
PERSONAL INFORMATION
EDUCATIONAL ATTAINMENT
Collegiate:
Secondary:
Elementary: