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INTRODUCTION
Background of the Study
One common problem encountered by the students in the
biomolecules topic is difficulty in understanding biological concepts.
Many students become discouraged by the course because of the
complex vocabulary they need (or they believe they need) to memorize
in order to understand the subject. In effect, efforts should be made to
reduce the total amount of factual information students are expected to
memorize; reduce the use of the passive lecture format; and devote
more effort to helping students become active, independent learners
and problem solvers (Vander et al,. 2020). Ismalina et al. (2018) noted
that educational games have favorable characteristics for use in
science education.
Gutierrez (2018) evaluation of the educational card games. After
the testing stage, students from the experimental group evaluated the
card game. Evaluation of the educational game was based on five
criteria: 1) goals and objectives; 2) design; 3) components and
organization; 4) playability and playfulness; and 5) usefulness.
However, Despeisse (2018) follow up that educational card games
provide opportunities particularly well adapted to sustainability
education. Students are immersed in complex situations providing
active roles in decision-making and collaboration in uncertain conditions
(Despeisse, 2018). Redpath et al. (2018) powerfully outline the benefits
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of games when they write that games provide the framework necessary
to analyze conflicts and can clarify the key elements of a conflict. They
also state that games illuminate the beliefs and behaviors of the
participants and result in productive discussion between the various
stakeholders.
Many difficulties associated with teaching and understanding
biomolecules are connected to the abstract nature of concepts, which in
turn, are part of complex systems at several levels of organization. The
main reasons for learning difficulties were the nature of the topic,
teachers' style of teaching, students' learning and studying habits,
students' negative feelings and attitudes towards the topic and a lack of
resources. To overcome these difficulties and make their biology
learning more effective (Howitt, 2018).
Hence, the researchers conducted a study about the development
and evaluation of an educational card game as a supplementary
materials in teaching biomolecules to the science teachers in Bunawan
National Highschool and Agusan del Sur State College of Agriculture and
Technology.
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Objectives of the Study
This study aimed to developed and evaluate the educational card
game about biomolecules. Specially, it aimed to:
1. determine the profile of the respondent-validators in terms of the
following:
1.1 age
1.2 sex
1.3 number of years in teaching Organic Chemistry; and
1.4 educational attainment
2. develop a card game in biomolecules;
3. evaluate the developed card game in terms of;
3.1 goals and objectives
3.2 card design
3.3 components and organization
3.4 playability and playfulness
3.5 usefulness
4. determine the significant difference of the validators responses
on the evaluation of the card game according to their profile.
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Significance of the Study
The results of this study will greatly benefit the following
stakeholders:
Second Year Students. The developed card game in this study will
not only enable them to increase their perceptions about
biomolecules but will also make them realize the importance of
educational games in their learning.
Teachers. The results of this study will help Science teachers to
address the difficulties encountered by their students in Second
year BSED-Science, specifically, the topic in biomolecules.
Parents. This study will provide them information about the
importance of educational card games in the cognitive
development of their children.
Future Researchers. The results of this study will serve as a baseline
information for future researchers who would like to address the
problems related to that of this study.
Operational Definition of Terms
Biomolecules is an educational content that will be the basis for the
development of a card game.
Card Design is refers to the appropriate printed material used to
present the topic.
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Components and Organization refers to clear direction, appropriate
number of cards, emphasizing key points and the length of time
to play the game is reasonable.
Content refers to the lesson on biomolecules through card game.
Development and Evaluation is refers to the ratings of validators of
the card games on biomolecules.
Educational Card Game is a supplementary tools to which reinforce
the learning process among biochemistry students on
biomolecules.
Goals and Objectives is refers to the end goal that needs to be
achieved by the learner in the topic Biomolecules.
Playability and Playfulness refers to the healthy competition,
cooperation, equal condition for a fair play and flexibility in
playing the game to be fun.
Supplementary Material refers to the card game intended to
reinforce a certain topic on biomolecules developed in the study.
Usefulness refers to the use of the game on biomolecules.
Scope and Delimitation of the Study
The study focused on the development and evaluation of a card
game as a supplementary material in teaching Biomolecules. However,
the card game that was developed was delimited on the topics of
biomolecules of the 1st year students of A.Y 2022-2023. Moreover, the
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card game that was developed do not serve as a standalone knowledge
acquisition mechanism.
Time and Place of the Study
This study was conducted during the 2nd semester of the
Academic year 2022-2023 in Agusan del Sur State College of
Agriculture and Technology (ASSCAT) and Bunawan National High
School, San Teodoro, Bunawan, Agusan del Sur.
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Conceptual Framework
Independent Variable Dependent Variable
Validators’ Profile Development and Evaluation
of a Card Game:
1. age
2. sex 1. Goal and objectives
3. number of years in 2. Card design
teaching organic 3. Components and
chemistry; and organization
4. educational attainment 4. Playability and
playfulness
5. Usefulness
Figure 1. Conceptual Framework of the Study
Figure 1 shows the conceptual framework of the study. It consists
of two variables, the independent and dependent variables. The
independent variables of the study are validators’ profile in terms of
age, sex number of years in teaching Organic chemistry; and
educational attainment. On the other hand, the dependent variables of
the study are the development and evaluation card game in terms of its
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goals and objectives, card design, components and organization,
playability and playfulness, usefulness.
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REVIEW RELATED LITERATURE
Educational Games
The application of games in education is a trend on the rise.
Educational games have attracted some attention from the academic
community within the last years. A lot of enrichment of the learning
experience are often attributed to educational games, even though the
most cited is their potential in enhancing students’ motivation (Torrente
et al., 2019). It was mentioned by Kickmeier-Rust et al. (2018) that the
ability to maintain and individual learner’s motivation and interest by
adapting the individual learning and gaming experience to each
learner’s needs, preferences, goals, and abilities is one of the most
crucial factors for successful educational games.
Moreover, Tamayo (2018) mentioned that educational games are
efficient tools that are used as a source of motivation in learning.
Tamayo further stated that games incorporated on subjects have
positive impact on learning. The achievement of an adequate balance
between entertainment and educational value is one of the main
challenges of developing an educational game (Papadakis, 2020).
Entertainment and educational value are factors that are extremely
important for the success of the game. If students get bored and do not
have fun in playing the game, they will eventually quit and all the
efforts that have been invested would be in vain. However, if the fun-
factor has been given much effort and the educational value is left
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aside, little impact on the learning outcomes of the students from the
game is expected. Therefore, the development of educational games
includes the arduous task of designing game elements that are
entertaining and engaging, and the challenge of achieving educational
value. To guarantee that an educational game has educational value,
there is a need to effectively involve educators in the development of
the game. The educators are the subject experts, who can verify if the
veracity of information stored and put in the game is appropriate. Also,
educators have a significant responsibility of applying the games in the
real learning scenario.
However, because of the technical background required, today’s
game development methodologies limit the involvement of educators.
As an outgrowth, there is a need for the making of particular
development methodologies that addresses all these issues and
propose effective mechanisms to put educators involved in the
development process of an educational game (Torrente et al., 2019).
Educational Card Games
Educational card games are educational supplementary tools
which reinforce the learning process and problem-solving skills
(Rajashekar & Bellad, 2018). A card game is the most advantageous,
out of the may various game types, for enriching student learning.
Because of its physical feature, card games can be played anywhere
using actual cards and with face-to-face interaction between players.
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The cards are easily produced and are very convenient and easily
structured, so game rules can be easily integrated with instructional
content to make complicated and abstract concept very clear and easy
to understand. Card games promote competitiveness, players have to
conquer their opponents using different strategies and sometimes in
collaboration with a partner player. Lastly, card games work along the
dual lines of not only creating a simulated situation that allows learners
to be absorbed in actively manipulating various strategies to construct
knowledge and solve problems but also presenting the instructional
content in texts (der Linden et al., 2020; Baker et al., 2020). There is
have been a number of researches conducted that support the
effectiveness of using educational card games as a supplementary
material.
In the study of Selvi & Cosan (2018), students who played the
card game in Gastrointestinal Physiology appeared to value the most
the attribute of the game to reinforce the information that they had
previously learned and required them to review and apply those
concepts to another context. The same positive result was found in the
study of Su et al. (2018), where students who learned from playing the
card game of Human Immunology significantly outperformed their
counterparts in terms of their understanding of the processes and
connections among different lines of immunological defense.
Another positive result of using educational card games was
found in the study of Gutierrez (2018), he found out that there was a
significant difference between the mean pretest and posttest scores of
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the experimental group who played the card game in Nutrition and
Digestion; and Respiration and Circulation. Gutierrez further concluded
that the use of a student-centered approach like educational card
games can improve student performance to a greater extent than
traditional methods.
Goals and Objectives
In this (Jun 26, 2022) Although the great majority of traditional
card games have objectives that involve the capture of cards,
accumulating or shedding cards, collecting card combinations or
comparing cards or hands, many other types of objectives are possible:
below are some examples. This study aims to conduct a systematic
literature review of empirical research on the use of science education
from when the Serious Games Initiative commenced games include a
system of rewards and goals which motivate players, a narrative
context which situates activity and establishes rules of engagement,
learning content that is relevant to. In some games the aim is to create
certain patterns of cards or tiles in a layout. This kind of objective is
often found in domino games, but there are also card games such as
Table Top Cribbage and Poker Squares in which players try to make
scoring combinations, for example in the rows or columns of a grid.
Many card games have a scoring system in which the winner is
the first player to reach some target score. One could say that the
objective is to be first past the post, and if a pegboard is use for
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scoring, as for example in Cribbage, the race to the end of the track
becomes more visible. There are some games in which the board
assumes a greater importance, and moving pieces around the board
becomes the main focus of the game. The cards provide the means of
movement, taking the place of the dice used in some other types of
board game. These are listed on pagat.com as Race Games. There are
also race games in which the cards are used as the pieces to be moved
and in some cases to delineate the board.
Hanghøj and Brund (2019) argue that research on games in
education has mostly sought to either measure the learning outcomes
of game-based learning or to ‘identify the inherent learning potential of
particular game designs’. Game-based learning research has mainly
focused on single teaching experiments in which a game has been
tested on students, and the game-related pedagogical approaches and
solutions have not necessarily been elaborated. When pedagogical
activities have been studied, the research has predominantly Centre for
Media Pedagogy, Faculty of Education, University of Lapland,
Rovaniemi, Finland, Informa UK Limited, trading as Taylor & Francis
Group2 M. Kangas et al. focused on teacher–student interaction (Tzuo
et al., 2018), or the teacher’s facilitation during the gameplay (Hanghøj
& Brund, 2019). Thus, wider pedagogical considerations of the teacher’s
activities as well as actual practices and processes of teaching – before,
during, and after the gameplay – are somewhat missing.
Card Game Design
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Robin and Warren (2019) stated that many card-based design
tools have been produced, initially to aid creativity and user
participation in design, with an upsurge post-2000 when numerous card
decks were developed. Reviewers have classified the tools using
samples ranging from five to thirty-eight. Our comprehensive inventory
and analysis of 155 card-based tools offers a more robust classification,
with three-quarters aiming to facilitate creative thinking, human-
centred design, or domain-specific methods. The few scientific trials of
these tools indicate they enable designers to
Wölfel & Merritt (2019) stated that the card-based tools are
explained in terms of five design dimensions including the intended
purpose and scope of use, duration of use, methodology, customization,
and formal/material qualities. Our analysis suggests three design
patterns or archetypes for existing card-based design method tools and
highlights unexplored areas in the design space. The paper concludes
with recommendations for the future development of card-based
methods for the field of interaction design.
However, human-centered software design gives all stakeholders
an active voice in the design of the systems that they are expected to
use. However, this is not yet commonplace in Learning Analytics by
(Alvarez, 2020).
Components and Organization
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Based on (Epstein et al., 2021) Components need to consider all
aspects of the context and the mechanisms to achieve the desired
behavior change outcomes. Careful design thinking should include
consideration of the game mechanics, dynamics, aesthetics, emotions,
and contexts of the game and the players. People who know the players
and the contexts well should design the games or have significant
input. Testing in real-world settings is likely to lead to better outcomes.
Careful selection and purposeful design of the behavior change
mechanisms at play is essential. Fun and enjoyment of the player
should be considered, as without engagement, there will be no desired
intervention effect.
Playability and Playfulness
According to Gutiérrez and González (2020), playability is a term
used in the design and analysis of applications and video games that
describe the quality of a game in terms of its classic components:
objectives, rules, mechanics, and dynamics. Moreover, Holm et al,.
(2020) stated that specifically, it refers to all the emotional experiences
that a person can feel and develop when interacting with a digital video
game application or system. The term playability is used in the analysis
and design of games, which allows you to describe the quality of the
game, considering its rules of operation and its design as a game. It can
be said that it is “what the player does in the game” and refers to the
experiences of a player during the entire interaction with a game
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system. A complete definition is “the set of properties that describe the
experience of the player before a specific game system, whose main
objective is to entertain and entertain satisfactorily and credibly when
playing alone or accompanied”.
For the UX, usability objectives include, for example, performing a
task efficiently and effectively; eliminating possible errors; the one that
is easy to learn, is intuitive; and that it be designed under standards.
The external reward is to perform the work that was pursued. However,
for a player’s experience, the objectives of the gameplay include
entertaining as long as possible, learning and discovering new things;
having fun overcoming goals and obstacles; the inner reward is fun. The
concept of playability does not apply to all kinds of software, only to a
product, system, or service related to games (of any type). Playability
has recently been studied from several points of view. There is not
much consensus on its definition, or the elements that characterize it.
Usefulness
Recently, game-based approaches are suggested helpful in
improving students’ cognitive engagement and satisfaction, solving
issues of demotivated and uninvolved in learning activities (Surendeleg
et al., 2018). As a matter of fact, a related term “gamification”
appeared in digital media industry starting from early 2000 which
advertisers in marketing used it to attract consumers (Jett, 2020). The
success of gamification in the marketplace has drawn educators’
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attention to transfer this strategy into learning and classroom context
(Surendeleg et al., 2018). In Hong Kong, frontline teach ers make use of
game-based learning to enhance students’ learning engagement and
effectiveness. In 2018, two awardees were awarded the Chief
Executive’s Award for Teaching Excellence. They transformed daily
lesson tasks in Life and Society and Chinese History to board and card
games, and it successfully grasped students’ attention and fostered
student-students interaction and self-directed learning when compared
to traditional lessons (Education Bureau, 2018).
However, there is little local empirical research on whether game-
based learning could improve students’ learning effectiveness, such as
any gains in academic assessment tasks which aligned with the
learning contents in textbook. This action research would fill in this
research gap by implementing a timeline card game in the seventh
grade of a school in Hong Kong.
According to Wasson and Kirschner (2020), “the advent of
information and communication technologies for learning has moved
the focus of learning design from just the learning materials and their
sequences or a learning artifact (e.g., a content management system),
to the learning environment as a whole”. LD has been defined as “a
descriptive framework for teaching and learning activities” (Dalziel,
2018). Learning Design (LD) is a strand in educational research and
practice that has emerged from the rationale of helping educators to
demonstrate and to share their ideas about teaching and learning
(Nguyen et al., 2020). However, to date much of the work on LD has
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been either focusing on prescriptive approaches of how LD should be,
or on representations of LDs in formats that are interpretable by
computers (Muñoz-Cristóbal et al., 2018). Recently, the emphasis has
shifted away from the representation of LDs per se to the process of
eliciting such representations from tutors; a shift that signifies teaching
as a design practice (Muñoz-Cristóbal et al., 2018) that could be studied
through participatory design approaches which actively involve the
main stakeholders of higher education (Flynn et al., 2018).
ADDIE Model
The ADDIE model is a teaching model widely used by any
educational designers and training programmers to develop education
and training programs. Its name is an acronym, which depicts the five
basic steps of this model for the design and development of the
learning experience, which is as follows: Analysis, Design,
Development, Implementation, and Evaluation (Spatioti et al., 2022).
The ADDIE model has been extensively used as a development
framework in numerous contexts involving digital learning. For instance,
ADDIE has been utilized to create digital learning resources for adult
learners, secondary school students, elementary school students, and
adult learners (Karademir et al., 2019).
A variety of digital software or applications, including digital
games (Tanjung & Sitompul, 2020), e-learning tools (Stapa &
Mohammad, 2019), and massive open online courses (MOOCs), have
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also been created using the ADDIE framework (Fondo & Konstantinidis,
2018; Usta & Güntepe, 2022), among other resources. Thus, ADDIE
model applies to meet different teaching requirements in all online
educational environments. The good practices of teaching are the
multimedia presentation, feedback, variety of interactive activities,
combined learning strategy (individualized and collaborative), and role
of educators. The ADDIE model is considered as a valuable source of
additional information by providing good teaching practices (Spatioti et
al., 2022).
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METHODOLOGY
Research Design
This study used a developmental type of research since the
researchers are developed and evaluated an educational output which
is the card game so that it could be utilized and extends over a vast
area (Denuyo, 2001). The ADDIE (analysis, design, development,
implementation, and evaluation) is the method to be used in developing
and evaluating the educational card game. There are three (3) phases
involved in developing the card game namely, the planning phase, the
development phase, and then the validation phase.
Figure 2 on the following page shows the diagram of the
procedure adapted in developing and evaluating of the education card
game.
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Planning Development
Validation phase
phase phase
Thismeansthat heitemisbelowexcedsexpectaionswithmaximusrevison
nede .
Collection and Formulating and
Initial evaluation of
Review of Sequencing of
the created
Related Objectives
Educational Card
Resources
Game by the
adviser and
Designing the internal validators
Selection of
Card Game
the
Respondent
Formulating the Modification
Card Game
Validation of the
created
Educational card
game by the
experts
Finalization
Figure 2. The Research Design Showing the Three (3) Phases
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Material Development Procedure
I. Planning Phase
1. Collection and Review of Related Resources. In this stage,
the researchers collected and reviewed the resource materials
related to the development and evaluation of an educational card
game as a supplementary material in teaching biomolecules.
2. Selection of the Respondents. The Secondary Junior and
Senior High School Science teachers teaching Biology and
Chemistry in Bunawan National High School and Instructors
teaching Biology and Chemistry in Agusan del Sur State College of
Agriculture and Technology served as the study’s respondents to
evaluate the created card game as a supplementary material
using a purposive sampling technique.
II. Development Phase
1. Formulating and Sequencing of Objectives. The specific
objectives are derived from the Organic chemistry syllabus, which
includes a list of all the topics to be covered over the semester as
well as goals to be met and activities to completed.
2. Designing and Formulating the Card Game. The educational
card game that was developed in this study have some elements
of some popular card games such as Mahjong and Uno. The card
game consists of different cards namely: Amino Acid, Nucleotides,
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Fatty Acid, Lipids, Glycerol, Condensation Reaction, Hydrolysis,
Reverse and Steal. The Amino Acid consists of 21 cards, while
Nucleotides consists of 25 cards, Fatty acids consist of 25 cards,
Lipids consists of 30 cards, Glycerol consists of 9 cards,
Condensation Reaction consists of 20 cards, Hydrolysis consists
12 cards, Reverse consists 11 cards and Steal consists of 21
cards. The total number of cards were all 174.
III. Validation Phase
1. Validation Modification of the created Educational Card
Game (Initial Validation). In this phase, the adviser of the
study and internal validators were asked to give comments,
suggestions, and recommendations for the improvement of the
developed educational card game, to ensure that the developed
card game does not have any problems in terms of technicalities
and contents.
2. Modification of the Developed educational card game.
Based on the opinions and advices of the adviser, internal
validators of the study, the researchers modified the developed
card game in teaching biomolecules.
3. Final Validation of the Development and evaluation of an
educational card game. After modifying the educational card
game, the researchers requested the Teacher experts to evaluate
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and validate the developed card game using the Evaluation
survey form adopted from the study of Gutierrez (2013).
Research Respondents
The respondents of this study were the Secondary Junior and
Senior High School Science teachers teaching Biology and Chemistry in
Bunawan National High School and Instructors teaching Biology and
Chemistry in Agusan del Sur State College of Agriculture and
Technology. They served as the study’s respondents to evaluate the
created card game as a supplementary material using a purposive
sampling technique.
Research Instrument
The research instrument that was used in the study is adopted
from the study of Gutierrez (2018). A four-point Likert scale was used to
interpret the overall results of the ratings on the card game in terms of
its goals and objectives, card design, components and organization,
playability and playfulness, and usefulness.
Table 1. Scale for the Evaluation for the Science Teacher-
Expert
Numerical Mean Respons Descriptive Verbal
Rate Rating e Interpretatio Meaning
n
4 3.26 – 4.00 Strongly Very This means that all
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Agree Satisfactory areas of the
developed card
game exceeded the
expectations of the
validator’s.
3 2.51– 3.25 Agree Satisfactory This means that all
areas of the
developed card
game met the
expectations of the
validator’s.
2 1.76– 2.50 Disagree Poor
This means that
some areas of the
card game did not
meet the
expectations of the
1 1.00–1.75 Strongly Very Poor validator’s
Disagree
This means that all
areas of the card
game did not meet
the expectations of
the validator’s.
Data Gathering Procedure
The researchers sent a letter of request to ask permission and
approval from the College Dean of the College of Teacher Education for
conducting the study. Upon obtaining the approval from the College
Dean, another letter was sent to the School Head/Principal of Bunawan
National High School for the approval of the conduct of the study. Upon
the approval of the School Head/Principal and obtaining the total
number of the population of the respondents, the researchers proceed
with the distribution of questionnaires to the respondents and provided
them with clear instructions on how to answer the questionnaire. After
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the retrieval of the survey questionnaires, it was tallied and analyzed
for interpretations.
Statistical Treatment
This study utilized statistical tools to attain the following, for
objectives no. 1 which is to determine the profile of the expert
validators of the study used frequency and percentage. To attain
objectives no. 2 weighted mean was used in each item to evaluate the
developed card game. For objective no. 3, which is to determine the
significant difference of the validators’ responses on the evaluation of
the card game. The non-parametric test was used because the data is
not normal.
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