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Enhancing English Comprehension

The document outlines a strategic proposal aimed at enhancing English comprehension and boosting PISA reading literacy scores among Grade 10 students at Mayo National High School, focusing on addressing video game addiction that negatively impacts academic performance. It details an action research plan that includes identifying students with video game addiction, implementing educational video interventions, and monitoring academic performance through pre and post-tests. The proposal also includes a budget estimate and plans for dissemination of findings to educators and the community to raise awareness and provide support for affected students.

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0% found this document useful (0 votes)
7 views12 pages

Enhancing English Comprehension

The document outlines a strategic proposal aimed at enhancing English comprehension and boosting PISA reading literacy scores among Grade 10 students at Mayo National High School, focusing on addressing video game addiction that negatively impacts academic performance. It details an action research plan that includes identifying students with video game addiction, implementing educational video interventions, and monitoring academic performance through pre and post-tests. The proposal also includes a budget estimate and plans for dissemination of findings to educators and the community to raise awareness and provide support for affected students.

Uploaded by

ofelyn.lupogan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 12

"Enhancing English Comprehension: A Strategic

Proposal to Boost PISA Reading Literacy Scores


among Grade 10 students in Mayo National High
School

Ofelyn L. Magbutong
Mayo National High School
DepEd, Division of Mati City

I. CONTEXT and RATIONALE

The advent of computer and internet is of vital importance to

information and communication especially in the classroom setting.

Students can easily browse the internet and get information that they

needed towards their subjects, interests, or people. Yet, according to

Woog (2015), this advantage lays the problem on computer video games

addiction that hinders holistic development in learning. Although

computer video game addiction has not been labelled as psychological

disorder (Conrad, 2015), it is alarming that students are addicted to

computer video games that compromised their performance in school.

It is evident that the utilization of computer video games is rampant

on today’s youth since it is their medium of socialization, acceptance,

boredom, or hobby in the society (Fromme, 2003). According to Reuters

(2011), one (1) in twenty five (25) teens in Ney York, United States has

reported that they have “irresistible urge” in having or using internet

platform with or without the presence of computers.


In Philippines, the presence of video games is accepted and is being

used by adolescence, adults, and even some elderly. Some of these video

games are Defence of the Ancients (DOTA), Mobile Legend (ML), League

of Legends (LOL), Heroes of NewEarth (HON), and Cabal Online (Xairylle,

2013). According to GMA News (2015), the popular computer video game

DOTA was banned in Barangay Salwag in Dasmarinas, Cavite due to

incident that killed 2 youngsters due to argument of the game. According

to Baragay official there, youngsters (students) were distracted from their

studies and has some bad influence that leads to video game gambling

and even violence (GMA News, 2015).

In Mati School of Arts and Trade (MSAT), Mati City, Philippines, a

record from the school guidance counsellor dated September 3, 2018

suggested that student confessed that he cannot concentrate during

class hours because he was thinking of Mobile Legends, this leads him to

low grades and a symptomatic behaviour of video game addiction. This

suggests an existing problem on video games that needs intervention to

increase students’ performance to perform better in school and in

community. Thus, an action research is necessary to address this issue.

II. ACTION RESEARCH QUESTIONS

This study seeks to understand the following questions:

a. What is the percentage of video game addict students in MSAT?


b. Do video game addict students feel better using interactive

videos in class?

III. PROPOSED INNOVATION, INTERVENTION, AND STRATEGY

The students with problem towards video game addiction are

identified through the survey questionnaire of Young (2006) that

determines whether video games may be a problem in students’ life. The

questionnaire determines the students who have problems or symptoms

on video game addiction and does not diagnose the student’s

symptomatic behaviour.

The questionnaire has eight (8) items which is answerable by “yes”

or “no.” If the respondent had answered “yes” to any of the questions, the

student might be having problems. On the other hand if the student

answered “no” to all eight (8) questions, the student has no problem in

computer game addiction. Refer to appendix 1 for the questionnaire.

The selected students who had been identified as student who has

symptomatic problem with video games had the following:

a. Undergone counselling through guidance counsellor and adviser

b. Introduced Educational Videos as substitute to Video Games

c. Checked academic performance through pre and post test

intervention

The output of research gave more understanding in dealing and

helping students with symptomatic video game addiction. Through


utilization and dissemination of results and proposed prevention and

intervention, teachers were more enlightened on the topic making them

more aware in responding to students needs. The teachers, parents and

institutions would have reference on the topic which will provide inputs

and valuable insights in responding and treating such observable

behaviours.

IV. ACTION RESEARCH METHODS

a. Participants and/or other Sources of Data and Information

The study covered the students of Grades 7-12 of Mati Scool

of Arts and Trades, Sainz, Mati City, Philippines. This focused on

students that showed positive symptomatic behaviour of video

game addiction through the test conducted by the researcher

from the survey test questionnaire of Young (2009). The number

of students that was interviewed was limited in to five (5)

respondents which were critical for the collection of information.

The indentified students will undergo processes of counselling

through the guidance counsellor and with the aid of the teacher

adviser. Educational videos are introduced as means of

intervention to divert attention from video games which made

them preoccupied and study less on their subjects. The students’

academic performance is monitored from the pre-intervention to

post-intervention using their test result of their math subject.

b. Data Gathering Methods

The first research question was taken through survey

questionnaire from Young (2009) which identified students with


symptomatic video game addiction. Please refer appendix 1. The

researcher used stratified random sampling to get the

respondents to conduct the survey questionnaire. The sampling

technique uses 99% level of confidence in selecting the number

of students to participate for the survey to get the percentage of

students with symptomatic game addiction.

The second research question was taken by selecting five (5)

students through purposive sampling to students with positive

results on symptomatic addiction. The students underwent

counselling through guidance counsellor to make the students

aware of their symptomatic game addiction and its unlikely

effects. Then the researcher introduced educational videos as

substitute to video games to direct attention and alleviates

symptomatic video game addiction. The selected students were

interviewed whether their attention was diverted from playing

video games to watching educational videos.

The third question was taken by comparing their pre-

intervention and the post-intervention. The difference percentage

between the pre and post intervention were taken from 5

selected students with positive symptomatic game addiction

behaviour.

c. Data Analysis Plan

The first question was a survey of percentage with symptomatic

video game addiction. The data were arranged through tables and bar
graph to have a clear picture of overall percentage of video game

addiction in Mati School of Arts and Trades.

The second research question was analyzed through the result of

interview that used thematic analysis to get the themes of the students’

responses with positive behaviour of game addiction. With the questions

answered, the researcher will tally the results and grouped them

according to themes which suggested the change of interest from video

game addiction to educational video games.

The third research question was analyzed through taking the

difference between the pre-intervention and post-intervention score in

math subject. The result percentage suggested the positive result in

academic performance using educational videos substituting from

behavioural symptomatic video game addiction.

V. ACTION RESEARCH WORK PLAN AND TIMELINES

a. Work Plan

The researcher will focus on the students of Mati School of

Arts and Trades, Sainz, Mati City, Davao Oriental. The plan is to

survey the students of Mati School of Arts and Trades (MSAT)

students with a 99% confidence level interval. This gave overall

numerical percentage of students with symptomatic video game

addiction. Then using direct purposive sampling which directly

identifies the respondents through the result of survey, the


researcher identified five (5) students to participate in an quasi-

experiment wherein students undergone counselling of school’s

counsellor to help students aware of the result of their behaviour

having symptomatic video game addiction. The counsellor with the

help of the teacher introduced educational video to divert their

attention from video games to educational videos. The educational

videos are the intervention to provide diversion from video games.

The identified students with positive indication of the survey

test will be treated with confidentiality; the students will be

interviewed thoroughly that focuses on the question that whether

the educational video diverts their attention from playing video

games. The collected data will be analyzed through thematic

analysis which will give the researcher ideas change in interest from

playing to educational videos.

The selected five (5) students grade are monitored, using their

pre-intervention grade, this is compared to the post-intervention

grade and compared to have the difference in favour of increase in

post-intervention. This suggested that the intervention is effective in

minimizing the negative effects of video games, and on the other

hand maximizing learning in different subject.

b. Timelines

TIMELINE ACTIVITIES/DEVELOPMENTS VENUE


June 2019 Survey of Video Game Identifying of students
addiction in MSAT
M
July 2019 Counselling to students Introduction
S
with positive to Education
Interview of
symptomatic game Videos A
students
addiction
T
August Application of Test Pre-
2019 Educational video Evaluation of intervention Mati
games post- & post- City
intervention intervention
&
Comparison

September Conclusion on the Publication Evaluation


2019 overall research output and
reproduction
of outputs

VI. COST ESTIMATES

a. Meals (Duration of Research)

Snacks @ Php100 x 3pax (teacher, researcher, Counsellor) x 10 days=


Php3000.00
Lunch @ Php100 x 3pax (teacher, researcher, Counsellor) x 10 days =
Php3000.00

b. Resources

Paper & Printing cost = Php1,500.00

Intervention & Programs =Php5,000.00

c. Research dissemination

Publishing and Reproduction =Php5,000.00


(Research booklets, pamphlets, binding,etc.)

Learning Action Cell =Php5,000.00


(Progress Report, Food & Snacks, Resources)
In-Service Training =Php5,000.00
(Training & Seminar on teachers)

d. Others
Incidental expenses =Php500.00
Travel Expenses =Php2,000.00
GRAND TOTAL Php30,000.00

VII. PLANS FOR DISSEMINATION AND UTILIZATION

Primarily in Mati School of Arts and Trades, the teachers within the

school will be disseminated with the information taken from output of this

research through pamphlets that will be distributed amongst teachers.

The budget for dissemination will be taken from the proposed budget to

be approved by this division. The purpose of this is to give light to

teachers who deal with students that may have problems involving video

gaming addiction or may have shown symptoms of video game addiction.

The researcher will propose and In-service Training (ISeT) Program to

selected teachers, probably grade level chairman and head teachers so

that easy relay of information throughout the school will be disseminated

with ease.

Outside of Mati School Of Arts and Trades, the researcher together

with the help of Division of Mati City will propose trainings in identifying,

helping and dealing with students who has symptoms on video game

addiction. The selection of teacher will based upon the suggestion of the

DepEd personnel of Division of Mati City.


The published output of the action research will be distributed to

selected schools and a copy to the DepEd division of Mati City. The study

will serve as basis for further study or be reference to similar research in

literature.

VIII. REFERENCE

Ahn, J. & Randall, G. (n.d.) Computer Game Addiction; Clemson University;


Retrieve from:

http://andrewd.ces.clemson.edu/courses/cpsc414/spring07/chp/team
3.pdf

Conrad, W. (2015) Computers in Education: Great Machines, Wrong


results; Retrieve from:
http://www.conradwolfram.com/home/2015/9/15/computers-in-
education-great-machines-wrong-results

Fromme, J. (2003) Computer Games as a Part of Children’s Culture:


Retrieve from: http://www.gamestudies.org/0301/fromme/

GMA News (2015) DOTA banned in internet shops in Cavite village;


retrieve from:
http://www.gmanetwork.com/news/news/regions/413042/dota- banned-
in-internet-shops-in-cavite-village/story/

Wang, L. & Zhu, S. (2011) Online Game Addiction Among University


Students; International Social Work; Retrieve from: https://www.diva-
portal.org/smash/get/diva2:602320/FULLTEXT01.pdf
Wood, K, Psyd.D (2015) Problematic Computer/ Video Gaming and
Electronic/ Social Media Use; Retrieve from:

https://pdfs.semanticscholar.org/presentation/2401/64ec046fb9f315e3
04340ed617e6cd1c6268.pdf

Xairylle (2013) 13 Top Pc Games in Computer Cafes in the Philippines;


Retrieve from: https://www.techinasia.com/13-top-pc-games-
computer- cafes-philippines

Young, K. (2009) Internet Addiction: The emergence of a new clinical


Disorder; Retrieve from: https://doi.org/10.1089/cpb.1998.1.237

Appendices

Appendix 1

An eight-item questionnaire to identity whether the interviewees are


addicted to video game before we started the interview. This
questionnaire comes from Dr. Kimberly S. Young (2006)’s resources.

1. Do you feel preoccupied with the Internet (think about previous on-line
activity or anticipate next on-line session)?
2. Do you feel the need to use the Internet with increasing amounts of
time in order to achieve satisfaction?

3. Have you repeatedly made unsuccessful efforts to control, cut back, or


stop Internet use?

4. Do you feel restless, moody, depressed, or irritable when attempting to


cut down or stop Internet use?

5. Do you stay on-line longer than originally intended?

6. Have you jeopardized or risked the loss of significant relationship, job,


educational or career opportunity because of the Internet?

7. Have you lied to family members, therapist, or others to conceal the


extent of involvement with the Internet?

8. Do you use the Internet as a way of escaping from problems or of


relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety,
and depression)? Appendix Appendix

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