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Balicha, Lor Evan M. Ruiz, Heavrian Jim N.

Rivera, Jerwin G. Pascua, John Rey S.


Vite, Fernand Kenneth Z.
 Technology is a body of knowledge devoted to creating
tools, processing actions and the extracting of materials. In
brief, we can describe technology as products and
processes used to simplify our daily lives. (Ibara B., 2015)
 According to SimonTheSaint (2016), gamification is the
application of game playing to others areas of activity
typically as an online marketing technique or service.
 National Achievement Test is a set of examinations per
subject with a set of questions in each examination. The
National Achievement Test is taken by the students from the
Philippines in Grade 7, 10 and 12. They are given a period
to answer each subject. The facilitators are very strict
regarding about the time on taking the test.
 Students are not allowed to leave the classroom or where
the examination being held once it starts. Likewise, the
Department of Education has administered many
Achievement Test. Although it’s very different in different
levels. For Grade 3, they are given 4 subjects to assess them
or test them. For Grade 7, they are given 6 subjects to be
assessed with. The scores are determined through the
Mean Percentage Score (MPS). The DepEd requires a MPS
of at least 75 percent to pass (DepEd,2013).
 The first that will become a backbone for the study is
according to J.V, Neumann (2010), the Game Theory, this
theory began with the idea regarding the existence of
mixed-strategy equilibria in two-person zero-sum games.
 Secondly, Sensory Theory by Laird (1985) supports the
research that learning happens when five senses (sight,
hearing, smell, touch, taste) are activated.
 The third theory is the Experimental Learning Theory by
Kolb (1984), it is a way of how people can understand their
experiences and, as a result, change their behavior.
This study aims to determine the performance level of
the grade 7 students for the past 2 years in the National
Achievement Test as a basis in the formulation of
Gamification of a National Achievement test for grade 7.
Specifically, it seeks to answer the following sub-
problems:
1.What is the performance level of the grade 7
students in the National Achievement test along:
a.Mathematics;
b.English;
c.Science; and
d.Heograpiya, Kasaysayan at Sibika?
2.What are the learning difficulties encountered by
the respondents in the Grade 7 National
Achievement Test?
3.Is there a significant relationship on the
performance level and difficulties encountered by
the grade 7 students in the National Achievement
Test?
4.What Gamification for National Achievement
Test can be proposed?
There is no significant relationship
between the respondents’ performance
level and their lerning difficulties in the
National Achievement Test.