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PERCEPTION ON E-GAMES AND ITS EFFECT TO NUMERACY SKILLS OF GRADE 11 STUDENTS OF SHS WITHIN TALA ELEMENTARY SCHOOL

LUVIE P. BELBIS

· Volume II Issue I

This descriptive study aimed to determine the perception of Grade 11 students about e-games and its effect to their numeracy skills. It also determined the difference in the pre-test and post-test numeracy scores of the students on basic operations on functions. It also determined the effect of the utilization of e-games in terms of numeracy level. It also identified the challenges met by students and teacher in utilizing e-games.

This study used teacher-made test, self-made questionnaire and interview as data gathering instruments. The study covered the students’ attitude towards playing computer games, motivations of using computer games and skills obtained when using computer games. Respondents were twenty-nine Grade 11 ABM students enrolled at Tala Senior High School during first semester of SY 2019-2020. The statistical tools utilized were percentage, weighted mean, and composite mean.

Findings revealed that playing computer games is enjoyable and it helps learners to develop useful skills. Playing computer games is for challenge and prevention of boredom. Creativity and critical thinking were skills developed when playing computer games. The pre-test and post-test scores revealed an increase of 65.95% in the mean percentage score. The result implied that utilizing e-games has positive effect on enhancing numeracy skills. Lack of computers and laptop is the main problem encountered by learners and teacher during the implementation of the program. It was recommended that in crafting numeracy tools, careful planning and testing should be given emphasis. Finding ways to increase the number of functional computers should be given emphasis by school administrators and teachers.

Keywords: e-games, General Mathematics, numeracy