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THE COLLABORATION OF AUDIO-VISUAL MATERIALS AND INSTRUCTIONAL DIGITAL GAMES IN HALF-DAY INSTRUCTION PROGRAM IN MATHEMATICS

Volume: 105  ,  Issue: 1 , July    Published Date: 19 July 2022
Publisher Name: IJRP
Views: 285  ,  Download: 270 , Pages: 180 - 191    
DOI: 10.47119/IJRP1001051720223665

Authors

# Author Name
1 JOHN CARLO CABELA PALACOL

Abstract

The purpose of the study is to determine the impact of collaboration of instructional digital games and audio-visual materials in ?Half-day? Instruction Program to the performance of grade six students in Mathematics at Balanac Elementary School, Magdalena Laguna. Specifically, it sought to respond the following: (1) the level of the half-day instruction program in mathematics in terms of instructional digital games and audio-visual materials. (2) the learner?s performance in mathematics in terms of Pretest and Posttest. (3) if there is a significance difference on learners? performance in terms of pretest and posttest. (4) If there is a significant effect of the Half-day instruction program in mathematics on the learner?s mathematical performance. The researcher prepared the necessary materials that will used to enhance the learner?s performance in mathematics. The use of audio-visual materials and digital games were presented to the experimental group in a half-day scheduled and tradition teaching for the controlled group. The pretest and posttest were administered before and after the presentation of the lesson. The level of perception of the learners on the use of instructional digital games was Very High. And the level of perception of the learners on the use of audio-visual materials was High. This indicates further the usefulness of the Half-day Instruction Program in Terms of instructional digital games and audio-visual materials help the learners to continue the education and motivates to attain the desired competencies for a specific learning area. The instructional digital games and audio- visual materials has significant effect on the learner?s mathematics performance. Therefore, the null hypothesis of the study is hereby rejected. This implies also that the Use of collaboration of the instructional software games in the half day instruction can help the students to improve their performance.

Keywords

  • audio-visual materials
  • instructional digital games
  • half-day instruction