Karen C. De Vera

Work place: Calasiao Comprehensive National High School, Schools Division I Pangasinan, Lingayen, Philippines

E-mail: kcdv1208@gmail.com

Website:

Research Interests: Management Information System

Biography

Karen C. De Vera is a senior high school Teacher II at Calasiao Comprehensive National High School, Pangasinan I Schools Division. Graduated Master of Arts in Education major in Computer Education at Pangasinan State University, School of Advanced Studies, Urdanety City Campus in 2023, and finished Bachelor of Science in Information Technology at the University of Luzon, Dagupan City, Pangasinan. Her research interests include Intelligent Tutoring Systems, Management Information Systems, and system development.

Author Articles
Memory Enhancer Games: A General-purpose Game-based Intelligent Tutoring System

By Karen C. De Vera Victor Sherwin G. Galamgam Frederick F. Patacsil

DOI: https://doi.org/10.5815/ijisa.2023.06.02, Pub. Date: 8 Dec. 2023

Students of today are exposed to technologies that are either educationally effective or distractive. Most of them are having a hard time learning in a traditional classroom setup, are easily distracted, and have difficulty remembering lessons just learned and prerequisite skills needed in learning new lessons. Game-Based Intelligent Tutoring System (GB-ITS) is a technology that provides an individualized learning experience based on student’s learning needs. GB-ITS mimics a teacher doing one-on-one teaching, also known as tutoring, which is more cost-efficient than human tutors. This study developed a general-purpose Memory Enhancer Games system, in a form of a GB-ITS. This study was conducted at Calasiao Comprehensive National High School, identified the game type that best enhances memory and the game features for this proposed system through a questionnaire by (9) ICT teacher respondents. The developed system in this study has undergone validity testing by (8) ICT teachers and professors from Schools Division I of Pangasinan, and of a University in Dagupan City, and acceptability testing by (100) senior high school students of Calasiao Comprehensive National High School, 1st semester of school year 2022-2023, using Likert scale to determine its appropriateness as an intelligent learning tool. The results of the game design questionnaire confirmed the studies of which elements were ideal for a GB-ITS, and both the validity and acceptability survey questionnaires with overall weighted means of 4.57 and 4.08, show that the system is a valid and acceptable intelligent learning tool. The developed MEG can also be of use for testing game features for educational effectiveness and can also contribute to any future study which will conduct to test whether a general-purpose GBL or GB-ITS model would compare; if won’t equal the effectiveness of GBLs designed for delivering specific contents or subjects.

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