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Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
Kapoor, Sakshi Kumari; Subida, Marietta – International Journal of Educational Methodology, 2023
Online game addiction and psychological distress are two continuously developing problems in the Philippines, with Filipinos aged 18 to 24 being the second largest age group to overuse interactive online-related games. This sequential explanatory mixed method study aimed to assess the young adults' gaming addiction and perceived psychological…
Descriptors: Games, Addictive Behavior, Psychological Patterns, Foreign Countries
Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
Olipas, Cris Norman P.; Dela Cruz, Arnold P. – Online Submission, 2022
The research has been conducted to examine the feasibility of offering a Bachelor of Science in Entertainment and Multimedia Computing, one of the Commission on Higher Education (CHED) priority courses according to [1] and in keeping with the University's mission and vision. In Nueva Ecija, questionnaires were delivered to senior high school…
Descriptors: Bachelors Degrees, Multimedia Instruction, Multimedia Materials, Computer Science Education
Olipas, Cris Norman P.; Leona, Rodibelle F. – Online Submission, 2020
This study aimed at evaluating the extent of the engagement to social networking sites, the impact of playing mobile games and the degree of learning experiences among the first year Bachelor of Science in Information Technology (BSIT) students in a State University in Central Luzon, Philippines to provide a basis for designing intervention…
Descriptors: Foreign Countries, Learner Engagement, Telecommunications, Handheld Devices
Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
Florungco, Jastine Kent E.; Caballes, Dennis G. – Online Submission, 2022
Progressivism is the trend in the modern education system since it aims to focus and develop the skills and abilities of the learners. Educators play a vital role in the learning setup because they are the facilitator of learning in the class session. In the time when most schools employ online learning, problems arise as to how teachers can make…
Descriptors: Teacher Attitudes, Science Instruction, Online Courses, Teaching Methods
Hunter, Jane; Fitzgerald, Terry – Journal of Computers in Mathematics and Science Teaching, 2021
In a study on digital game-based learning in five high-poverty elementary schools in the Philippines, the teachers' professional development experiences were investigated. Research conducted for the study was part of a university-industry partnership with the developer of a new platform designed to give teachers and students experience of…
Descriptors: Professional Development, Elementary School Teachers, Poverty, Disadvantaged Schools
Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
Funa, Aaron A.; Ricafort, Jhonner D. – Online Submission, 2019
As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in…
Descriptors: Instructional Materials, Material Development, Genetics, High School Students
Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers