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Showing 1–2 of 2 research entries

Student Research

Effectiveness Of Kahoot Game On Grade 6 Pupils’ Grammatical Structure Skills At Marigondon Elementary School

Juneyen Faith Samas, Crislyn Cenal, Ivy Noreen Rosacena, Alexa Saldua, Erica Salmeron, Dina Sarsalijo

Student Research · 2024

Student ResearchThesisSDG 4: Quality Education

Bachelor of Elementary Education

English is one of the subjects taught in elementary school and is identified as challenging and complex to study for students. To overcome these problems, the researchers offered a solution by integrating the Kahoot game. This study determined the effectiveness of the Kahoot app in enhancing the grammatical structure skills level of the grade 6 students in Marigondon Elementary School for the school year 2023-2024. The study applied a quasi-experimental design. The researchers' participants were 40 grade 6 pupils. A printed questionnaire was given to the participants to answer, which served as a pre-survey and post-assessment to identify the students' grammatical structure skills level before and after using the Kahoot app. The findings revealed that there was an improvement in the grammatical structure skills level of students after using the Kahoot game. Researchers also found that students were more motivated and engaged to participate in class when the Kahoot game was used. There was a significant relationship between their grammatical structure skills level and perceptions, no significant relationship between their grammatical structure skills level and engagement, and there was a significant relationship between their perceptions and engagement in using the Kahoot game in learning grammatical structures, specifically verb tenses, conjunctions, and adverbs. Through the research findings, the researchers suggest recommendations for the study to improve and be more effective, such as providing a solid internet connection and allowing the students to use the gadgets provided by the school. Teachers and students should practice their skills in navigating devices.

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Student Research

Kahoot Vs. Quizizz As A Gamification Platform In Learning Grammar Among Grade 6 Students In Sudtonggan Elementary School: A Comparative Study

Desiree Heart S. Pino, Rhea Joy Lingo, Jedelyn Tirol, Bebelyn Tomial, Mae Tradio, Hengie Velez, Genmar Wahing, Virginia Ymbong

Student Research · 2024

Student ResearchThesisSDG 4: Quality Education

Bachelor of Elementary Education

The study explored the use of two gamification Kahoot and Quizizz among grade 6 students at Sudtonggan Elementary School, Lapu-lapu City. The study investigated the level of acceptability in terms of Sound Quality, Text Appearance, Background and Feedback System, and the level of engagement in terms of Behavior, Affective, Cognitive and Social. The study utilized a descriptive comparative approach, employing both descriptive quantitative and qualitative research methods. The findings revealed that both Kahoot and Quizizz are interactive and a positive gamification to use towards the students. However, students also face challenges such as, slow internet connection and limited time span. In conclusion, from the findings, it indicated that integrating Kahoot and Quizizz in teaching grammar can enhance student engagement, provide immediate feedback, support personalized learning experiences, facilitate data analysis for educators, and promote collaborative learning opportunities and incorporating Kahoot and Quizizz gamify the learning process, personalize instruction, track student data, and ensure accessibility across different devices. The researchers suggested that the teacher should employ positive for learning grammar can be a fun and engaging way to reinforce grammar concepts in a classroom setting. Both platforms offer interactive quiz-based activities that can help students practice grammar rules, identify parts of speech, improve sentence structure, and enhance their overall understanding of the English language.

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