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Accounting is often considered to be one of the most difficult college majors. Students
are required to take very rigorous courses in a number of different subjects. In addition, the core
coursework required in accounting can be daunting and takes much studying and preparation.
Students are required to take courses in Mathematics, Economics, Business, and, of course,
courses in accounting.
The study conducted by Duff, A. (2001) explores the relationships between 60 first-year
that out of 60 first years students of Accountancy and Business Economics, most of the students
were ineffective learners where they had only 11.7% rate of progression in their scores. It shows
that first year students were having a hard time in taking up Accountancy.
A similar study in Philippines was conducted. According to the VarsitarianNews (2013), almost
half of the sophomore students in Accountancy failed their retention exams, following a stricter
screening process to improve the University of Sto. Tomas’s (UST) showing in the Certified
Public Accountant (CPA) Board exams. Out of 764 second-year students, 315 were removed
from the program. It shows that accountancy is never easy. Stricter policies and tight programs
were given by the top universities to ensure that the future CPA’s will be selected thoroughly.
exam will determine the students who really fit for the program. She also added that the course
has big demand but it does not mean that the students were really for it. The administration must
be selective thoroughly to bring out the best out of the students to be able to sustain the
dropouts. She also added that transitioning from high school to college can be a rude awakening,
as studying, developing time management skills and prioritizing become far more critical. Some
On the other hand, there's an app for just about everything these days, and education is no
different. Technology can be of enormous help in teaching and learning and the use of
educational apps is changing the way students study around the world. It's the 21st century and
educational apps can significantly boost your productivity levels and your marks.
PBS Learning Media research (2013) that 74% of teachers surveyed responded that using
classroom technology motivates students to learn. Technology in the classroom allows students
to take greater control of their education because tools like tablets and laptops encourage
interactive, hands-on learning. Lippicott and Pergola (2009) agreed to this and state that, the
activity to support academic learning. The two added that game-based learning has enhanced
understand and learn the basics of Accounting easily through the self-made educational game-
based application. It will increase their knowledge to learn and understand the subject. And
lastly, to improve their scores in Accountancy based on the self made assessment of their skills
This study entitled, Evaluation and Development of BAE (Basic Accountancy made
aims to develop an educational game-based application to improve the learning of the students.
Students, Pamantasan ng Lungsod ng Valenzuela, the basic concepts and topics of Accountancy.
1. How will technology helps the students who are in Accountancy field
2. What is the difference between the students’ score in the subject before and
Accountancy in terms of the apps’: (1) usability, (2) accuracy of contents, and
OBJECTIVE
understanding the basics of Accounting easily for Grade 11 ABM Students of Pamantasan ng
Lungsod ng Valenzuela.
Specific objectives:
b. To know the difference between the students’ score in the subject before
THEORETICAL FRAMEWORK
Computer-aided Learning
Assessment Survey
Educational Game-based
Application
Usability Accuracy
Evaluation
learning that uses computer and software to form a self-instruction materials. These materials are
presented through the use of texts and other visual materials such as images, animation sound
and other digital motion files that gives more multimedia effect on learning certain task. This
The researchers will seek or assess the need of using CAL in Grade 11 ABM Students.
Through the help of assessment forms that will be given to the respondents that focuses on the
knowledge and capabilities of students in CAL and the topics in basic Accountancy. The
assessment will determine whether the respondents will be needing the help and usage of CAL in
Accountancy.
The survey forms will be quantified through weighted mean as its statistical treatment.
The data formulated will be analyze and determine whether it is necessary to have CAL in
learning Accountancy. With that, the development of the Educational game-based application
will be done.
After the development of the game-app, the researchers will having an evaluation. The
evaluation will be used to determine the usability and accuracy of the game-app. The two aspects
will be use to know the perception of different group of people about the app. The evaluation
will be the basis whether the app is usable and accurate that can also help with the further
Improvement of
Student’s
Knowledge in
Accountancy
Fig 2. Conceptual framework using input-process-output model with regards to Computer Aided Learning
Figure 1 illustrates the conceptual framework of the study using the input-process-output
model. The key element of the framework is the context of use and evaluation of Computer
Aided Learning: Educational game-based application. The inputs of the study include a.) Topics
Grade 11, thus, different topics were identified using modules. b.) Student’s Assessment Survey
wherein it would determine the topic that is difficult for students and Teacher’s Interview to
identify and support the topics that will be covered by the game. C.) Past data, articles, journals
and researchers to support the claims and add information about the study. Considering these
use of Computer Aided Learning, the educational game-based application will be created. The
use and evaluation of students and teachers will be measured. The expected outcome through
Computer Aided Learning is the improvement of knowledge in accounting subject that will have
This study would potentially benefit the institution, individual, and group of people as
follows:
Students, particularly Accountancy, Business and Management Students, could use the
educational game application to have a greater understanding in the subject matter, thus,
Teachers would benefit in a way that they could use the application to deliver learning
more efficiently and improving their teaching strategy. Thus, helping them to monitor their
The institution itself could be a beneficiary from this study as it would implement the
educational learning system. Moreover, the application would improve the academic structure
The government, as it will be more aware in the impacts of educational game based
application in education system and thus, probably, implement it on a local and nationwide basis.
The study will focus only in the development and evaluation of the educational game-
based application for Grade 11 ABM Students. The researchers will be conducting the study at
Pamantasan ng Lungsod ng Valenzuela. The subjects or respondents are the Grade 11 ABM
students of the university mentioned, who are currently taking Fundamentals of Accountancy,
Business, and Management subject specifically those who are having a hard time in
understanding the basics of Accountancy. The topics will focus only to the first quarter or
The study will be limited only to the students who are having a hard time in coping with
the subject whereas an assessment will be done to determine the respondents. The study will not
cover other topics except for the topics that the students are having a difficulty with. The
research will be using self-made survey forms that will be used in evaluating the usability and
accuracy of the application. The researchers will also used weighted mean as its statistical
treatment.