Nikko Lorenz P Lawsin, Missy Jane A Cammayo, Cindy D Diaz, Keene P Alberastine, Sally A De Vera, Chona Mae Tabucon
{"title":"Developing “Guess-Huwhat?” Strategic Intervention Material to Engage Grade 12 STEM Students in Understanding the Sound Terminologies","authors":"Nikko Lorenz P Lawsin, Missy Jane A Cammayo, Cindy D Diaz, Keene P Alberastine, Sally A De Vera, Chona Mae Tabucon","doi":"10.54536/jir.v1i3.2161","DOIUrl":null,"url":null,"abstract":"Teaching of sound concepts must be improved and presented in new ways to lessen misconceptions. One of the efficient teaching methods for sciences is the use of strategic intervention material (SIM) because it assists students in enhancing their learning towards the least-learned subjects or competencies. This research aimed to develop a strategic intervention material, Guess HuWhat?, in teaching the concepts of sounds to STEM senior high school students. It also aimed to lessen the misconceptions about the concepts of sounds and improve the students’ conceptual understanding of sounds. The study adapted Branch’s ADDIE model, which stands for Assess, Design, Develop, Implement, and Evaluate, as the basis for developing the actuarial mathematics course materials. This developed strategic intervention material was evaluated by Science Content Experts and was further utilized by some of the Grade 12 STEM students at Muntinlupa National High School to find out its effectiveness as a learning supplementary material and based on the data gathered, the Guess HuWhat? Strategic Intervention Material improved grade 12 STEM students’ understanding of sound terminologies. By repetitive actions, the developed game-based SIM can be an effective intervention material to deepen students’ comprehension of sound concepts and strengthen camaraderie among learners. This study recommends Guess HuWhat? Game in grade 12 science classes for continuous enhancement of teachers’ craft as well as innovation of the game itself. Moreover, it is highly recommended that teachers design and develop other game-based activities containing concepts that they perceive students are struggling with promoting that learning is indeed fun.","PeriodicalId":14101,"journal":{"name":"International journal of innovative research and development","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International journal of innovative research and development","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54536/jir.v1i3.2161","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Teaching of sound concepts must be improved and presented in new ways to lessen misconceptions. One of the efficient teaching methods for sciences is the use of strategic intervention material (SIM) because it assists students in enhancing their learning towards the least-learned subjects or competencies. This research aimed to develop a strategic intervention material, Guess HuWhat?, in teaching the concepts of sounds to STEM senior high school students. It also aimed to lessen the misconceptions about the concepts of sounds and improve the students’ conceptual understanding of sounds. The study adapted Branch’s ADDIE model, which stands for Assess, Design, Develop, Implement, and Evaluate, as the basis for developing the actuarial mathematics course materials. This developed strategic intervention material was evaluated by Science Content Experts and was further utilized by some of the Grade 12 STEM students at Muntinlupa National High School to find out its effectiveness as a learning supplementary material and based on the data gathered, the Guess HuWhat? Strategic Intervention Material improved grade 12 STEM students’ understanding of sound terminologies. By repetitive actions, the developed game-based SIM can be an effective intervention material to deepen students’ comprehension of sound concepts and strengthen camaraderie among learners. This study recommends Guess HuWhat? Game in grade 12 science classes for continuous enhancement of teachers’ craft as well as innovation of the game itself. Moreover, it is highly recommended that teachers design and develop other game-based activities containing concepts that they perceive students are struggling with promoting that learning is indeed fun.