Effectivenessofusinggame PDF
Effectivenessofusinggame PDF
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Boyet Aluan
Department of Education of the Philippines
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ABSTRACT
utilized descriptive method in the completion of this study. It was conducted in San Roque
performance before and after using game-based learning materials among selected
learners.
Based on the results tabulated and computed using t-test for correlated
samples, researcher found out that there is significant difference between the pre and
post test score results. Null hypothesis has been rejected at 0.05 level of significant.
I. INTRODUCTION
According to Edward Lee Thorndike, “an individual learns best if they have
guiding philosophy of well-known pragmatist John Dewey when he and his colleagues
coined the term learning by doing. Since mathematics is a subjects that deals mostly od
ideas and concepts which are relatively more abstract and focuses on numbers and
These made mathematics difficult particularly to those who found math topics tough and
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challenging. Speed and accuracy are also the focal interest wherein teachers taught
pupils to perform calculation as fast as they could be arriving to the most appropriate
some were redesigned to help those pupils who are at risk and pugnacious in this subject.
Different mathematical concepts were integrated in games just to help them learn the
contents and skills needed on every stage of their schooling. These games innovations
add flavor, excitement, challenge and motivation so that pupils enjoy playing the games
adopted modification so designed to train, teach and helps learners learn the ideas,
concepts, theories, and algorithm which in the long run can apply solving real life
problems.
technique utilized to help learners learn mathematical topics with enjoyment. Authors
selected these games since it has already it mechanics available and materials can be
easily made by the learners themselves. To name some few, we have the so called
Damath, Math Checkers, Krypto and Sci-Dama. These games were already taught in
San Roque Elementary school believed that all learners are uniquely differs
among others so they learn o different manners and on using different media. As children
have their rights to play so this game-based learning tries to support they inclination while
As learners play the games, they develop their own communicative skills
and strategic skills needed in the formulation of solution to solve problems. As they go
along playing with others, they already enriched their skills and performance particularly
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learners became active learners creating positive attitude toward learning the subject as
enrichment strategy that helps increase learners’ mathematical skills and performance
thru the use of adopted mathematic educational games already used in the division of
allows learners to learn at his or her on pace, teacher role is to facilitate and guide learner
who are not yet familiar on the rules and procedure of the games.
the use of game-based learning materials in mathematics 6 among grade six pupils?
no significant difference on the performance level of grade six learners during the pre-
assessment and post-assessment when tested at 0.05 level of significance or the use of
game-based learning materials did not affect the student’s performance in mathematics
6.
based learning is designed to meet their educational needs even they are playing. It may
also be beneficial to grade six teachers so they may find games or adopted games helpful
in planning their lessons in mathematics six. It will also have geared them in developing
localized game which they may adopt to help learners learn mathematical lessons.
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II. BRIEF REVIEW OF LITERATURE
When the child is at play doing the game he or she has constant dialogue
either internally or with their playmates. Hence Lev Vygotsky posited his theory that
communication. Children learns and develop as they go along with others and playing is
the most effective way in learning since they exchange ideas and somehow read the way
others think even without communication but on the strategies they used on the games.
gaming also adopted communication chat planning details on attacking their opponents.
And so doing in a collaborative games intended for learning. Researches and field test
have been validated that gaming approaches helps students to improve their performance
and achievement in different subject areas. Whether children excel or struggle with
mathematics, gaming really helps (Amick, et al 2007). They insisted that gaming helps
individualized instruction, ample practice, immediate feedback and coaching either from
the opponents, friends or teacher maybe from the player himself. Just in time, positive
reinforcement as provided in the game will put student in control of his or her own learning
procedural and declarative knowledge are also learning without noticing by the learner.
On gaming activity, learners engage in problem solving and reasoning they also
topic. Frost (1992) also added that game is the primary means of child development of
imagination, intelligence, language and motor skills. Such reason demands that each
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pupil should engage in a game which provides them physical, emotional and mental
development.
effectively motivate, challenge and boost their interest toward the subject by learning by
Mathu-two tayo” been considered and employed from second quarter to fourth quarter
that helps pupils develop their procedural and declarative mathematical skills using
adopted games in the division of Quezon like DAmath, Math Checkers and Krypto.
A. OBJECTIVES
games like Damath, Math Checker, and Krypto to learners, provide learners conducive
and friendly competition as well as learning math concepts and skills, increase pupils
performance level on mathematics 6, develop learners’ love and appreciation for board
games, and delivers positive learning activities to learn calculation with their
peers/friends.
B. TIME FRAME
C. TARGET SUBJECTS
Respondents are all at risk grade six learners in mathematics six. With the
total of 15 learners of grade six cadena de amor in San Roque Elementary School. They
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will be given ample time to have direct experience on game board assisted with the
D. ACTIVITIES UNDERTAKEN
necessary materials, rules and procedures including guidelines in playing the game as to
Pre evaluation and post evaluation has been administered in order to test
t-test for correlated samples was used in comparing the means before and
after the treatment. This also used to test the significant difference between the pre-test
and post-test.
Table 1 on the next page presents the pupil’s score of pre-test and post-test
using the teacher made test based on the competencies for math six. Based on the table
of the result score as shown, pupils’ score increases. This means that game-based
On the other hand, between the mean of the pre and posttest, score
increases. It can be seen on the comparison between the mean of pre and posttest. Table
2 on the next page implied that the mean of pre-test is 17 and increases to 21.2 on the
tayo” is successful in improving performance level of at risk grade six pupil in mathematics
six. The t-calculation also shown that there is significant influence of gaming in increasing
researcher rejected null hypothesis which is significant at 0.05 level. This means that the
result of pre and posttest are totally different from each other.
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Table 1
Result Score of Some Grade Six Pupils using Game-Based Learning.
NO. PRETEST POST D 𝑫𝟐
TEST
1 19 25 -6 36
2 29 35 -6 36
3 9 25 -16 256
4 14 25 -11 121
5 20 20 0 0
6 10 20 -10 100
7 19 22 -3 9
8 15 20 -5 25
9 14 20 -6 36
10 20 15 5 25
11 18 30 -12 144
12 15 10 5 25
13 15 16 -1 1
15 20 25 -5 25
15 18 10 8 64
17 21.2 -63 903
In this action research, researcher concluded that gaming as a treatment is
successful in improving the mathematical performance among at risk grade six pupils in
Table 2
Summary of Statistical Treatment
INCREASING Mean t- Difference t-value Decision Impression at
MATHEMATICAL calculation between
PERFORMANCE Pre Post the mean 0.05 level
AMONG GRADE
SIX PUPILS OF
SAN ROQUE
ELEMENTARY
SCHOOL USING 17 21.2 -2.20 4.2 1.761 Reject H0 Significant
GAME-BASED
LEARNING
V. CONCLUSION
six pupils of San Roque elementary school before and after using the game-based
learning activity.
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4. based on the findings, pupil’s mathematical performance level can
increase using game-based learning technique in teaching the subject. Findings show
that pupils performance in mathematics increases after giving them game-based learning
activity.
VI. RECOMMENDATIONS
Based from the findings of this action research the following are hereby
recommends.
1. Teacher should be familiarized in using or adopting games that can be used in teaching
2. Teacher should motivate pupils to play games that are related to the learning contents.
3. learners who has difficulty in learning the content should help assistance from their
peers. They may seek assistance in playing games from those who are more
4. institution should give ample training to those teachers who are not yet familiar in using
can create their own games with the purpose of improving pupil’s performance and skill.
BIBLIOGRAPHY
Wray D. and Medwell J. (2001), Teaching mathematics in Primary Schools, Great Britain:
Letts Educ.l