Research and Development Center
PERFORMANCE TASK #1 IN PRACTICAL RESEARCH 2 (SECOND QUARTER)
TOPIC: Research Proposal
Goal: To write a research proposal which includes a comprehensive introduction and methodology.
Role: Students will be the researchers of their chosen field of specialization.
Audience: Teacher will serve as the audience for these researcher
Situation: Writing of Research Proposal
Product, Performance, or Purpose: Research Proposal
STANDARD 4 3 2 1 Rating Weight Score
S
Introduction Well formulated Fairly well Introduction is not Lacks a proper
introduction based on formulated well constructed introduction. There
facts that are supported introduction that and provides a few is no substantive
with 5 or more strong has some (less than 5) sources evidence to support x2
sources of evidence evidence to of weak evidence to the topic.
specific to the topic. support the topic support the topic.
but the evidence
is a mixture of
strong and weak
sources.
Review of the Comprehensive Comprehensive Superficial review Superficial review
Literature review of the review of the of the literature of the literature
literature using literature using that does not that is poorly
quality evidence and quality evidence describe the organized and
specifically analyzes but does not research findings; lacks credibility x2
the research adequately relies heavily on a based on the level
conducted by analyze the few studies and of evidence and
describing the research uses poor quality resources
individual studies and findings; simply resources for presented. Less
findings that support reports on the information than 5 references
the thesis and literature. A gathering Less included.
focused problem. A minimum of 8 than 8 quality
minimum of 10 quality references
quality references references included.
included. included.
Methodology Clear explanation of A good Some explanation Little if any
the choice of explanation of provided for the explanation
methodology and its the choice of choice of provided for the
links to the inquiry / methodology methodology and choice of
research question; and its links to its links to the methodology and
Full description and the inquiry / inquiry / research few links made to X2
explanation of research question; Some the inquiry /
participants; Type of question is description and research
measurement is provided; A explanation of question; Little if
clearly identified; good description participants; Type any description
quality approach is and explanation of measurement and explanation
clearly explained as it of participants; is somewhat of participants;
relates to Type of identified; some Little if any
quantitative research measurement is explanation on information on
identified; the quality Type of
quality approach approach is measurement is
is explained as explained as it identified; little if
it relates to relates to any mention of a
quantitative quantitative quality approach
research research is explained as it
relates to
quantitative
research
Comprehensiv The paper was written The paper is well Most parts of the The paper was
e comprehensively. All written but few paper should be poorly written.
parts were explained parts are not well elaborated and X3
and elaborated well. elaborated. justified.
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In text citation More than 5 current 5 current sources, Fewer than 5 Fewer than 5
and Reference sources, of which 3 are cites most data current sources, current sources, of
peer reviewed journals obtained from cites some data fewer than 2 or 5
or scholarly books. other sources. obtained from other are peer reviewed
Cites all data obtained APA citation style sources. Citation journals or scholarly
from other sources. is used in both style is either books. Does not cite
x3
APA citation style is text and reference inconsistent or sources.
used in both text and . incorrect.
reference.
Mechanics Information is very Information is Information is not Information is not
organized. No organized. Almost that organized. organized and there
grammatical, spelling, no grammatical, There are few is unacceptable
or punctuation errors spelling, or grammatical, number of x3
punctuation spelling, or grammar, spelling,
errors. punctuation errors. and punctuation
errors.
Collaboration Always listen to, shares Almost always Usually listens to, Often listens to,
with Peers with, and supports the listen to, shares shares with, and shares with, and
efforts of others in the with, and supports supports the efforts supports the efforts
group. Helps the leader the efforts of of others in the of others in the
x2
to keep people working others in the group. Does not group but
together group. Tries to cause waves in the sometimes is not a
keep people group good team member
working together.
Time Frame Submission - Day of Defense Total:
68+2
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R&DC RESEARCH PROPOSAL FORMAT
BASIC INFORMATION
Research/Project Title: “Playing Mobile Educational Games and Its Impact to Students’ Spelling and
Vocabulary Capability”
Project Duration (in months):
PROPONENT (GROUP #2)
Leader: Aila Bea Bianca Agapito
Assistant Leader: Lorenz Bonifacio
Secretary: Paolo Fausto
Reporter: Azxyd Corpuz
Jason Rellin
File Manager: John Paul Paned
Rafael Gillego
DETAILS OF RESEARCH PROPOSAL
Please present your research proposal based on the following guidelines. Proposal should not exceed
20-single spaced pages.
RESEARCH PROBLEM AND RATIONALE:
Educational mobile games are genre of mobile games that composed of numerous educational
components, such as word connect, 4 pics 1 word and wordscapes. These games allow users to have
fun playing the game and learn at the same time. The engrossing and fun-filled experience of these
games makes them a delightful and impressive tool for learning and teaching. Games that are
intentionally designed for the purpose of education, help them develop skills, understand concepts
and learn domain knowledge as they play the game.
Experts have long endeavored to understand the draw of video games on youth and how this
entertainment medium might be used for education. The “anytime, anywhere, and on any device”
nature of mobile technology may offer new opportunities for researchers and educators interested in
leveraging the potential benefits of game-based learning (B. Dacosta, S. Seok and C. Kinsell, 2015).
The popularity of smart mobile devices is growing fast. These digital devices represent a new
generation of technological tools that offer remarkable access to content as well as opportunities for
creative use even by young children. Most the best-selling paid apps in the education category are
targeted towards children. At the same time, the educational value of those applications is difficult to
be determined (Papadakis and Kalogiannakis, 2017). Educational mobile games can not only
stimulate a child's interest in learning but also can promote and increase language development,
critical thinking, emotional development, intelligence, and imagination. Therefore, educational
games could be seen as having an important role to play in a child's development (Q. Ni and Y. Yu,
2015).
Nevertheless, there are studies how mobile educational games can affect one’s ability, it is not
proven yet how it affects or whether it really created impact a students’ spelling and vocabulary
ability. The games mostly used by them and how frequent they are using it, is yet to be find out.
Conducting the study will help evaluate different type of games and their impact to students’ ability.
The researchers’ purpose is to assess the use of mobile games in learning, and/or used to explore
game-based learning. The purpose behind this article is not to debate the practice of introducing
educational games into the classroom, but instead to spark interest in future research, and to advance
the study of mobile games as a learning medium.
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OBJECTIVES:
The study specifically aims:
a. to find out what are the mobile educational games that they are playing.
b. to find out how frequent are they playing mobile educational games.
c. to identify the impacts of mobile educational games to students’ spelling and vocabulary
ability.
EXPECTED OUTPUTS:
This research will shed light on how mobile educational games can create impact in students’
spelling and vocabulary ability. It will also give insights on what are the games that is usually played
by most of students and how frequent they are playing it.
SIGNIFICANCE:
Results of the study could lead to the opportunity to recognize the effectiveness of mobile
educational games to students’ spelling and vocabulary ability. focusing on the apps’ different
features in helping the students with their English learning. Discovering new mobile educational
games that the researchers haven’t encountered yet that might be more fun playing and has greater
impact in one’s ability.
REVIEW OF LITERATURE:
A study in the use of Duolingo apps to improve the English vocabulary learning which is studied
by Ajisoko, P. (2020). The research focuses on the use of Duolingo Apps, a fun, free app for
learning different languages through quick lessons in order to develop other language proficiencies
including but not limited to speaking, reading, and writing. The research found out that students who
are using different mobile educational applications including Duolingo can increase their English
proficiency. Also, using technology in teaching English language can lead to better understanding on
the part of students. Since most participants of the research have smartphones to access information
given by the researchers, it is easier to contact them. Teachers should focus on customizing their
ways of teaching that include technology in the easiest way possible. Furthermore, duolingo can be
one of the effective apps that a person can use in order to improve their English skills and widen
their vocabulary.
One study attempted to determine the effectiveness of using mobile language games in
vocabulary teachings, given that vocabulary is a fundamental talent in the English language,
particularly for beginners who strive to learn as many foreign words as possible, the teacher may
draw on his diverse background to teach this skill in a variety of methods. Language games, as a
teaching method, have a significant impact on the learners' vocabulary development (knowledge,
memorization, and application) as well as their psychological well-being (motivation, relaxation and
self-confidence). The current study reveals a direct link between language games and good
vocabulary learning, as well as how effective learning fun is, study done by Darfilal I. (2015).
In the study done by Darfilar, I., Benmoustefa, N., & Bassou A. (2014), tried to determine the
effectiveness of using mobile language games in teaching vocabulary in third year middle schoolers.
The study explored games to discover ways to improve beginners in using the English language.
Spelling is a fundamental talent in the English language, particularly for beginners who strive to
learn as many foreign words as possible. It is critical that we select a strategy that incorporates all of
the variables that will help them learn more effectively. Many studies have found that language
games, as a teaching approach, have a significant impact on students' vocabulary development and
well-being. (Knowledge, memorization, and use) as well as their psychological well-being
(motivation, relaxation and self-confidence).
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Other researchers studied the effectiveness of using English vocabulary mobile applications on
ESL’s (English as a Second Language) learning performance. The effect of mobile applications on
English vocabulary acquisition is the reason why the research was conducted. Acquisition of
vocabulary has proved to be crucial in the academic development of a person. Not only in language
learners who need a strong body of knowledge but also in academic society where they need
grammatical points in order to succeed in basic skills. The examination highlighted that, learners
consistently preferred visual information such as graphics and video. Also, students were reminded
of the importance of the traditional system in the first phase of the study. Furthermore, due to the
limitations of the research, the study cannot be generalized at this point, further research and study
should be conducted from different places and people in order to acquire the body of knowledge
needed. Studied by Rezaei, A., Mai, N., & Pesaranghader, A. (2013).
According to the research of Ashraf, H., Motlagh, F. G., & Salami, M. (2014), the acquisition of
vocabulary appears to take place in a relaxing, motivated, and enjoyable atmosphere, with learners
focusing on the new term and its context usage. Learners now have access to online games because
of the advent of new computerized and net-based technologies such as the internet. As a result,
schools should use them as often as feasible to improve student achievement. The primary purpose
of this study is to look into the effects of online games on vocabulary learning in EFL (English as
Foreign Language) intermediate students. As the results show, internet games can help with
language acquisition. The current findings suggest that online games are beneficial in vocabulary
learning because they create an engaging and compelling environment in which learners can readily
and instinctively share their information, as well as the requirements and obligations they face while
playing.
• There should be an introduction for RRL.
• The articles should be categorized through its parts or topics or variables not by titles.
• The article should only present important summary of the topic.
• Articles should be scholarly and not from blogs and newspapers.
• Observe proper citation.
• Include the synthesis (summary and gap) and the word synthesis as heading.
THEORETICAL/CONCEPTUAL FRAMEWORK OF THE STUDY:
For the Theoretical Framework:
• Introduce the theory with the proponent.
• Explain why the theory was being used.
• Explain the important factors of the theory in summarized paragraph form.
For the Conceptual Framework:
• Make sure the diagram is organized.
• Explain the framework in one paragraph.
METHODOLOGY:
This section should explain how each specific objective will be achieved in the most rigorous
way possible. The methodology should discuss the following details as appropriate:
Research Site.
This study was conducted in University of Perpetual Help- Molino, grade 12 students through
online survey.
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Respondents of the Study.
The data collection in the current study will be obtained from the Grade 12 students in
University of Perpetual Help. 10 students in each strand who plays and has experience in playing
any mobile educational games, with a total of 70 participants. The study will be using stratified as a
sampling technique. Moreover, these students will come from different socio-economic and
educational backgrounds to compare whether different prior experiences can produce similar or
different findings.
Research Design and Data Collection.
The study will employ quantitative research in gathering the needed information. The
descriptive survey will be used for the reason that the researchers’ objective is to shed light and
assess whether mobile educational games have impact in students’ spelling and vocabulary ability.
Data Analysis.
Numerical data will be used to present gathered information in tables.
Research Instrument.
• Describe the questionnaire (researcher-made or adapted)
Major Activities. Use a Gantt Chart (don’t change this anymore)
Month/Duration
Activities
1 2 3 4 5 6 7 8 9 10 11 12
1.Proposal preparation
2. Research preparation
3. Data Collection
4. Data Analysis
5. Paper writing
6. Paper Dissemination
BUDGETARY REQUIREMENT: (leave this blank)
Item Estimated Cost
Personnel
Major equipment
Supplies and Materials
BIBLIOGRAPHY/LITERATURE CITED:
Transportation, Communication and Representation
Miscellaneous
• All authors cited above be included in this section.
Total
• estimated
Authorsexpenses
should be listed alphabetically.
• Use APA style.
• Remove hyperlink (no blue and underline URL)
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• Follow indention as suggested by APA format
O’ Malley, J., & Chamot, A. (1990). Learning strategies in second language acquisition.
Cambridge University Press. (SAMPLE)
Appendix: Research Questionnaire
Dear Respondents:
This survey is intended to find out your views about
_____________________________________________ (what your study is about or what do you
need to ask the respondents). This is part of our performance task in Practical Research 2, a subject
of grade 12 students. Bearing this in mind, we respectfully request your participation by filling out
this survey. The first part aims to elicit information on your background. While the second part
requires your insights on different aspects of the____________ (put your topic here). By signing
your name on the conforme below, this would mean that you consent to responding to this survey.
We assure you that the information disclosed here shall not be used for any other purposes except for
the ones mentioned above.
Respectfully,
Names of members
Part I. Personal Information/ Conforme
Name:
Gender:____ Age: _____ Civil Status: __________
Degrees/Institutions obtained:
School presently employed:
(add other information needed in your study, remove information not needed or change the
information based on what the study needs to find out)
My signature would mean that I have understood the aims of this survey and I allow the researchers
to use my responses as part of the investigation. Likewise, I consent to the use of my responses
solely for research purposes and shall be assured that my identity shall not be disclosed.
______________________________
Signature of Respondent
Part II. This section attempts to determine your views of different aspects on ____________.
Fill in the blanks to complete the statement. (change the instructions depending on the form of
questions you will use)
Put your questions here depending on the type of questions that you will use.
For Quanti:
Dichotomous Questions
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Multiple-Response Questions
Matrix Questions
Contingency Questions
For Quali:
Open- ended questions
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UPHMO-RDC-ADM-3247/rev0 Research Proposal Format