TNCHS Research Library Tanza National Comprehensive High School

3 cards for “physical education”

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  1. TNCHS-2025-FAC-006

    Optimized Dance Ed: Integration of Self Learning Modules in Health Optimizing Physical Education 3

    Ted Jayson B. Guadamor

    SY 2024–2025Grade 12FACQuantitative

    Purpose: This study investigates the effectiveness of integrating self-learning modules (SLMs) in teaching Health Optimizing Physical Education 3, particularly focused on dance education, to Grade 12 students at Tanza National Comprehensive High School. Design/methodology/approach: Employing a quasi-experimental one-group pretest-posttest research design, the study involved a sample of 298 Grade 12 students. Data were collected through pre- and post-assessment scores, allowing for an evaluation of the impact of SLMs on student learning outcomes. Findings: The results indicated a significant improvement in student performance, with posttest scores increasing from a mean of 16.33 to 27.07. A T-test analysis revealed a statistically significant difference in scores (t = 1.65, p < 0.05), providing strong evidence that the integration of SLMs positively impacted students’ understanding and mastery of the subject matter. Research limitations/implications: The study's findings may be limited by its single-school context and the reliance on a one-time intervention. Future research should consider longitudinal studies to explore the sustained effectiveness of SLMs across various educational settings and disciplines. Originality/value: This research contributes to the existing body of literature on educational technology in physical education by providing empirical evidence on the effectiveness of SLMs in specialized areas like dance education, emphasizing their potential to enhance learning experiences and outcomes.

  2. TNCHS-2025-FAC-008

    The Impact of Gamification Using ClassDojo on STEM Learners’ Motivation and Learning in Health Optimizing Physical Education

    Ted Jayson B. Guadamor

    SY 2024–2025FACQuantitative

    Purpose: This study examined the impact of gamification through ClassDojo on the motivation and academic performance of STEM learners in Health Optimizing Physical Education (HOPE) 3 at Tanza National Comprehensive High School. It specifically focused on changes in intrinsic motivation, identified regulation, and amotivation, as well as academic performance improvements post-intervention. Design/Methodology/Approach: A quasi-experimental one-group pretestposttest design was employed, with sixty STEM learners participating in an eightweek gamified PE program. Motivation was assessed using the Perceived Locus of Causality (PLOC) scale, measuring intrinsic motivation, identified regulation, introjected regulation, external regulation, and amotivation. Academic performance was evaluated through pre- and post-assessments in HOPE 3. ClassDojo was used to integrate gamified elements, such as point-based rewards for participation, teamwork, and performance. Findings: Significant improvements were observed in intrinsic motivation and identified regulation, indicating a shift toward more self-determined motivation. A notable decrease in amotivation was recorded, suggesting that gamification effectively addressed disengagement. Academic performance improved significantly, with the mean pretest score rising from 16.90 to 30.88, indicating enhanced knowledge retention and consistent learning outcomes. Research Limitations/Implications: The study was limited to a single group of STEM learners, which may affect the generalizability of the findings. Future research should explore the long-term effects of gamification on motivation and academic performance across diverse educational contexts. Originality/Value: This study contributes to the literature on gamification in education, particularly in physical education, demonstrating how ClassDojo can enhance motivation and academic performance.

  3. TNCHS-2025-FAC-005

    LEAP: Learner Evaluation and Advancement Project - Enhancing the Tanza High PE Student Organization Based on Learners’ Needs

    Ted Jayson B. Guadamor, Sayan F. Encina, Christian C. Espineli

    SY 2024–2025Grade 11FACMixed methods

    Purpose: This study aims to assess the needs and preferences of senior high school students at Tanza National Comprehensive High School to inform the improvement of the Tanza High League of Engaged and Active PE Learners (LEAP) programs. Design/Methodology/Approach: A mixed-methods research design was employed, combining quantitative data from surveys of 338 Grade 11 and 12 students and qualitative insights from open-ended questionnaires completed by 14 Grade 12 class representatives. Stratified sampling ensured representation across academic strands, while Colaizzi’s method guided qualitative analysis. Quantitative results were analyzed using descriptive statistics, including mean and standard deviation. Findings: The study identified key student needs, including greater variety in PE activities, enhanced opportunities for skill development, and a focus on inclusivity and safety. The findings emphasize the need for diverse, engaging programs such as fun runs, Zumba, and team-building activities, as well as personalized fitness plans. Students also expressed a strong desire for more autonomy in activity selection and participation. Research Limitations/Implications: The study is limited to one semester and relies on self-reported data from a single school, which may affect generalizability. Future research could explore longitudinal trends and incorporate multi-school contexts to validate findings. Originality/Value: This research provides actionable insights for enhancing PE programs by addressing students’ specific needs and preferences. Its emphasis on participatory program design and inclusivity offers a model for creating studentcentered initiatives in educational settings.

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