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The Effectiveness of Game-Based Assessment Tools (GBAT) in Teaching Technology and Livelihood Education (TLE)

Author

Listed:
  • Joseline M. Santos

    (Bulacan State University)

  • Rogevir John Christopher C. Rivera

    (Bulacan State University -Graduate School)

  • Julie Ann R. Bermas

    (Bulacan State University -Graduate School)

  • Jocelyn G. Dalusung

    (Bulacan State University -Graduate School)

  • Jeck Richard A. Mendoza

    (Bulacan State University -Graduate School)

  • Christian L. Roque

    (Bulacan State University -Graduate School)

  • Jennylyn B. Roque

    (Bulacan State University -Graduate School)

Abstract

This study examines the effectiveness of Game-Based Assessment Tools (GBAT) in enhancing student engagement and content knowledge in Technology and Livelihood Education (TLE) subjects. Conducted in select schools in Bulacan, the study utilized a quantitative approach, combining descriptive and quasi-experimental designs. Student engagement was assessed through a Likert scale survey, while content knowledge was measured via pre-tests and post-tests. Results showed that GBAT positively impacted both engagement and knowledge retention, with students displaying increased motivation and improved scores in drills and checking for understanding activities. The Analysis of Variance (ANOVA) indicated a significant difference in content knowledge improvement, particularly in the experimental group. Overall, the findings suggest that GBAT offers a promising approach to fostering deeper learning and engagement in TLE subjects, paving the way for its broader application in educational settings.

Suggested Citation

  • Joseline M. Santos & Rogevir John Christopher C. Rivera & Julie Ann R. Bermas & Jocelyn G. Dalusung & Jeck Richard A. Mendoza & Christian L. Roque & Jennylyn B. Roque, 2024. "The Effectiveness of Game-Based Assessment Tools (GBAT) in Teaching Technology and Livelihood Education (TLE)," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 8(12), pages 1349-1360, December.
  • Handle: RePEc:bcp:journl:v:8:y:2024:i:12:p:1349-1360
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    References listed on IDEAS

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    1. Fang Zhao, 2019. "Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom," International Journal of Higher Education, Sciedu Press, vol. 8(1), pages 1-37, February.
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