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Introduction
Traditional classroom discussion nowadays is not as appreciative as before for many of the
students, particularly in teaching Araling Panlipunan IV. According to the researcher’s own
experience, the students’ attention to the lesson declines as soon as the actual discussion is
prolonged. The students need diversions in learning the Araling Panlipunan IV subject,
especially if these diversions can contribute greatly to the learning process itself. Playing in a
portable game board is one of the avenues that the teacher might need to address this
situation, not only that it gives “fun time” to the students while learning, it also promotes
cooperative playing and learning.
Moreover, the use of board games in the classroom thrives on 21st century learning where
strong emphasis is given to the students as active participants in the learning process. It veers
away from conventional Araling Panlipunan class where teacher does all the talking. This
activity fosters critical thinking and radical skills of the students in figuring how to better
perform in the board game against the opposing player. It is like “shooting two birds with one
stone”. It caters learning, develops interpersonal facet of the students and inflicts
competitiveness through friendly competition.
This would also bring back the students to the traditional but effective way of learning where
tactility is not just an option but an indispensable part of the teaching-learning process. This
might be indifferent to the so called “digital learners” where everything is dependent to
modern technology. This kind of activity offers perceptible and tangible way of acquiring
facts which requires more senses than playing games virtually. In addition, this imbues social
interaction with other human beings which is less eminent in digital world. Thus, this makes
learning more fun.
Teaching Araling Panlipunan IV using portable game board, for the researchers’ own
perspective, might actually supportive to the critical thinking and increased decision-level of
the students, especially in dealing with decisions that are life-changing. It will also teach the
values which the students needed most.
Lastly, this kind of game lessens decadency among students. This ensures that students would
really work for their grades. In a way, this would also lessen the chances of dishonesty like
cheating.
In totality, board game is a supplementing material that aids learning and encourages
multitudes of benefits to the students, this maybe unconventional but effective in stipulating
learning.
Method of Research
The main point of the study is to develop and evaluate portable game board in teaching
Araling Panlipunan IV.
This study utilized the descriptive research method. It was utilized through the involvement
of data collection in order to test hypothesis and answer questions concerning the current
status of the subject of the study (Sevilla, 1994).
Sources of Data
The sources of data in this study are the fifty four (54) teachers and fifteen (15) experts who
are presently employed at Nuestra Senora de Aranzazu Parochial School.