The Effects of Game-Based Learning Materials in Problem Solving Skills Of1 Year College Students of St. Anthony College Calapan City Inc
The Effects of Game-Based Learning Materials in Problem Solving Skills Of1 Year College Students of St. Anthony College Calapan City Inc
An Action Research
Presented to
Mathematics Instructor of
In Partial Fulfillment
Of the requirements in
By:
i
2020-2021
Table of Contents
Title Page-----------------------------------------i
Table of Contents----------------------------------ii
Acknowledgement------------------------------------iii
CHAPTER 1
Introduction----------------------------------1
1.1 Background of the Study ------------------4
CHAPTER 2
2.1.1 Foreign---------------------------------9
2.1.2 Local-----------------------------------11
2.2.1 Foreign---------------------------------13
2.2.2 Local-----------------------------------15
CHAPTER 3
ii
3.1 Introduction------------------------------19
CHAPTER 4
5.1 Summary------------------------------------35
5.2 Conclusion --------------------------------36
5.3 Recommendation ----------------------------37
Bibliography--------------------------------------38
Appendices----------------------------------------40
Curriculum Vitae----------------------------------45
Documentation-------------------------------------
iii
Acknowledgement
iv
CHAPTER 1
Introduction
1
don’t know what to do. It is a cognitive process that
requires the memory to select the appropriate activities,
employ them, and work systematically (toluk & Olkun,
2002). This process means doing research by controlled
activities in order to reach the target. Problem solving
is a complex process that requires many skills to be used
together. According to NCTM (The National Council of
Teachers of Mathematics), problem solving skill is among
the most important skills in which mathematical knowledge
and skills are used at highest level. It is an important
skills student must have when they start life after
graduation. It is among the skills that are aimed to
develop as basic education years. When solving a
problem, students not only make use of their mathematical
knowledge but they also develop them.
2
corollary to this definition is that the design process
of games for learning involves balancing the need to
cover the subject matter with the desire to prioritize
game play. The empirical support for how game-based
learning materials can improve learning for academic
content in school has been slow to merge. Mayer and
Johnson (2010) conducted a recent review where they
synthesized learning outcome research in three
categories: “cognitive consequences, media comparisons,
and value added” (p. 246). They concluded that the value-
added research (ex., when researchers ask which features
add value in terms of educational effectiveness of the
game) is most important when the goal is academic
learning. Their research synthesis, providing a much-
needed utilitarian analysis of game effectiveness, is
critical of providing definition and articulation of
learning outcomes, as the field of game-based learning
continues to evolve.
3
learn will develop creative and critical thinking which
is essential to their academic success.
6
correlation method it uses to determine the relationship
among two or more variables, (the effect of game-based
learning materials and in problem-solving skills) that
seeks to investigate the extent to which one or more
relationship of types exist.
7
answer the problem-solving problems based on their own
strategy.
Independent
Dependent Variable
Variable
Game-based learning
materials in terms Problem solving
of: skills in terms of:
Availability, Interest
Features; and Topic; and
Activity Learning Style
8
CHAPTER 2
2.1.1 Foreign
9
elements can promote learning within the lesson, by
meeting the student’s needs. Differently according to
Naik, 2015, both digital and non-digital GBL within
mathematics, found that GBL can reduce negative behaviors
and attitudes in the students, perhaps it motivates the
students to engage themselves in learning process. Thus,
Bragg’s (2012) and Naik’s (2015) understanding of GBL may
be more reliable and applicable to the different forms of
GBL in mathematics than Jackson’s (2016) definition.
Consequently, GBL may be defined as a flexible approach
to pedagogy in which games and game features can be
applied to activities to meet the needs of the learners
and encourage motivation, engagement and learning.
10
promoting deeper learning and engaging the students in
teaching and learning process. This is called
personalized learning. Personalized learning is the
adaptation of education to students learning needs,
interest and pace, which influences the strategy and
approach applied by the teachers in instruction and
activities that promote motivation. GBL can be
personalized using adaptive technology specially in
digital GBL but not suited to non-digitalized form of
GBL. However, personalization can be recognized in the
form of differentiation, which is the content and process
are anchored to the needs of the students, as this
encourages students to feel supported a competent,
motivating students to engage in learning.
2.1.2 Local
11
During their experiment they saw how students enjoy the
digital games at the same time they are learning. Digital
game-based learning is a great help in improving
students’ mathematical skills. In this strategy the
students enjoy more than in traditional way of teaching.
They feel more motivated because they have involvement in
the activity and they are interacting with each other.
The activity is easier for them if they do not feel any
pressure and they are enjoying what they are doing. They
saw that digital game-based learning can help the
students to improve their skills in mathematics or their
achievement.
2.2.1 Foreign
12
According to Marija-Lisa Musselman, 2014, “Game-
Based Learning in Problem Solving Method: The Effects on
Students’ Achievement” This study compared the effects of
game-based learning and textbook on student’s
achievement. A problem-solving method was implemented in
learning processes in the classroom. The respondents of
One hundred and thirteen students of grade eight from
three junior high schools in the Province of Yogyakarta,
were selected using convenience sampling, participated in
this study. The study employed a quasi-experiment with a
pretest-posttest control-group design. The data were
gathered through a pre-test, post-test, and
questionnaire. All data were analyze using ANOVA,
indicating that the students who were exposed to the
game-based learning within problem solving approach
significantly outperformed their counterparts who were
exposed on the basis of textbook within problem solving.
The data from questionnaire revealed that the students
preferred game-based learning because they could
understand the materials with enjoyable and easily.
13
understand the problem without thinking the difficulties
and aside from this strategy is enjoyable and easy.
14
behaviors of 117 students in a simulation game, designed
to assist them to learn computational problem solving. It
was concluded that students when learning computational
problem solving with the game were more likely to
perceive a flow learning experience than in traditional
teaching and learning process. In the other aspect, the
students’ intrinsic motivation was also enhanced when
they learned with the simulation game. In particular, the
results of this study found a close association between
the students’ learning experience states and their
problem-solving strategies. The students who perceived a
flow experience state frequently applied trial-and-error,
learning-by-example, and analytical reasoning strategies
to learn the computational problem-solving skills.
However, some of the students who experienced states of
boredom and anxiety did not demonstrate in-depth problem-
solving strategies. For instance, those students who felt
anxious in the simulation game did not apply the
learning-by-example strategy as frequently as those in
the flow state. In addition, those students who felt
bored in the simulation game only learned to solve the
problem at a superficial level.
2.2.2 Local
15
their performance after game-based learning approach were
implemented. To measure the effect of game-based learning
approach in student’s mathematics performance, the t-test
with two independent samples was used. To determine the
student’s responses on game-based learning approach, the
weighted mean was used. And to determine if relationship
exist between student’s responses on game-based learning
approach and their performance, the spearman rank
correlation was used. After analyzing and interpreting
the data gathered, this study concludes that the
student’s show interest to learn math because of the
features of the game such as colors and graphics, sounds
and time elements that makes it more engaging and fun.
The performance of the students in mathematics was higher
when game-based learning approach were implemented. Game-
based learning approach which is perceived by students as
engaging, exciting and full of fun erases their
perception of mathematics as a difficult subject. This
study recommended that the game-based learning approach
be formally part of the Department of Education
curriculum and trainings and seminars be conducted to
orient the teachers.
16
measure the conceptual understanding of the students in
the concept of combination. The test was performed by the
students before and after the implementation of the
activity. And based on their analysis and interpretation
of data the following conclusion were drawn: first, the
Maranao game-based mathematics activity “Kapadian sa
Buntir was appropriate for grade 9 students in terms of
learning objective, mathematical concept, organizational
procedure and materials. Second, the activity was
appropriate in integrating the concept of combination on
the game. Third, the activity provided the students an
ability to collaborate and solve problems on their own.
Also, it developed their higher order thinking skills and
communication skills. Forth, playing the game and
teaching combination through problem-solving approach
provide students an opportunity to learn the concept and
to understand it. And last, students perceived the game-
based mathematics activity as useful and valuable for
their learning.
17
teaching and learning process. The game-based design
activity affects their achievement scores higher than the
scores of first section.
18
CHAPTER 3
Research Methodology
3.1 Introduction
19
students with different courses through online and
modular learning modality.
Table I
20
criteria. The collection of data scope in one week. The
researcher provides game-based learning module for all
the respondent, soft copy of learning materials for
online learners and hard copy for modular learners. The
researchers also collected the data by means of
questionnaire that answers the question how game-based
learning materials affect their problem-solving skills.
After a few days the researchers conducted a paper and
pen test or the traditional activity, to compares the
result of game-based learning activity and traditional
activity. After the respondents have taken the game-
based learning activity, traditional activity and
questionnaire, papers were checked, tallied, interpreted
and analyzed.
21
based learning materials in problem solving skills of 1 st
year college students of St Anthony College Calapan City
Inc.
Descriptive Statistics
The formula:
x́ =
∑x
n
where:
n = sample size
22
The formula:
n (∑ x y )−(∑ x)( ∑ y )
r= 2 2
√ [n ∑ x −(∑ x) ]¿ ¿ ¿
where:
r= Correlation coefficient
n= Sample size
Percentage Score
The Formula:
P= ∑ x x 100
n
Where:
P= Percentage score
N= sample size
23
CHAPTER 4
24
students at St. Anthony College Calapan City Inc. The
researchers applied the Descriptive Statistics and
Pearson’s correlation that suitable in analyzing and
comparing two different variables.
25
Table 4.1.1a Shows the employment of Pearson’s
correlation to examine the relationship between two
variables, the game-based learning material and the
problem-solving skills of the students. To measure that
the researchers need to compare the results of GBL
activity and the results of student’s traditional
activity. The Pearson’s correlation coefficient (r)
ranges from >.70 or <-.70 for strongly correlation,
between .30 and .70 or -.30 and -.70 for moderate
correlation and between 0 and .30 or 0 and -.30 for weak
correlation.
GBL Traditiona
Activit l ∑xy ∑x2 ∑y2 Pearson’
y Activity s r
(x) (y)
906 714 14430 18362 11908 0.65
4.1.1a Level of performance in terms of pre-test and post-test score.
Questions
YES TOTAL
Game-Based Learning Material in N NO %
% %
terms of Availability
1. Did you experience GBL in 45 60% 40% 100%
your past and present
learning process?
26
(Naranasan mo na ba ang GBL sa
iyong dati at kasalukuyang pag-
aaral?)
2. Is GBL materials available
on the module?
45 0% 100% 100%
(Mayroon bang GBL Materials sa
inyong module?)
3. Is this your first time to
experience GBL Materials in
learning process?
45 40% 60% 100%
(Ang pagkakaroon ba ng GBL
Materials ay una mong karanasan
sap ag-aaral?)
4. Are you want to experience
GBL materials in your
future learning process? 45 82% 18% 100%
(Nais mo bang maranasan ang GBL
sa iyong susunod pag-aaral?)
5. Are you want to experience
different kind of game as
part of learning?
45 96% 4% 100%
(Nais mo bang maranasan ang
iba’t ibang uri ng laro bilang
parte ng iyong pag-aaral?)
Game-Based Learning Material in
terms of features
1. Is the score of your
activities change because
of GBL? 45 93% 7% 100%
(Ang iyo bang mga puntos ay
nabago dahil sa GBL?)
2. Are you answered all the
problems in time?
45 96% 4% 100%
(nasagutan mo ba lahat ng
problems sa tamang oras?)
3. Are you experience joy in 45 71% 29% 100%
doing game-based learning?
27
(Nakaranas ka ba ng kagalakan
sa pag-aaral sa ilalim ng game-
based learning?)
4. Are you become diligent in
answering the problems in
GBL?
45 98% 2% 100%
(ikaw ba ay naging masipag sa
pagsagot ng mga problems sa
GBL?)
5. Are you learn something in
socializing because of the
GBL?
45 91% 9% 100%
(Ikaw ba ay may natutunan
tungkol sa pakikisalamuha dahil
sa GBL?)
Game-Based Learning Material in
terms of Activity
6 Is the activity of GBL bore?
(Nakakainip ba ang gawain ng 45 13% 87% 100%
GBL?)
7 Are you want to answer
another activity under GBL?
(Gusto mo bang magsagot ng iba 45 84% 16% 100%
pang activity sa ilalim ng
GBL?)
8 Are you want paper and pen
activity under GBL?
45 40% 60% 100%
(Nais mo ba ang Paper ang pen
na Gawain sa ilaim ng GBL?)
9 Is this activity inclined on
the topic?
45 100% 0% 100%
(Ang mga Gawain bang ito ng GBL
ay nakaangkla sa inyong paksa?)
10 Is GBL activity better than 45 82% 18% 100%
traditional activity?
(Ang GBL activity ba at mas
maayos kaysa sa tradisyonal na
28
Gawain/pagsusulit?)
4.1.2 Game-based learning materials in learning mathematics
29
Table 4.1.3 Impact of game-based learning materials to
the students
(N
Questions YES% NO% Total
)
Problem-Solving Skills in terms
of interest
1. At first, game-based
learning materials catches
my attention.
45 98% 2% 100%
Ang game-based learning
materials ay pumukaw sa
aking atensyon.
2. I’m interested to read the
procedures of the game-
based learning materials.
Ako ay interesado na 45 96% 4% 100%
basahin ang mga tuntunin
ng game-based learning
materials.
3. I dedicated to seek the
answers by solving the
given problems.
Dedikado akong sagutan ang 45 78% 22% 100%
mga problems sa
pamamagitan ng pagsagot sa
mga tanong nito.
4. I’m interested to know the
answers in the boxes.
45 98% 2% 100%
Interesado akong malaman
ang sagot ng bawat kahon
5. I’m interested to complete
the correct answers and
finish the activity.
45 96% 4% 100%
Interesado akong masagot
ang lahat ng tanong at
tapusin ang activity.
30
Problem-solving skills in terms
of topic
1. I have a background
knowledge about the topic.
45 93% 7% 100%
Meron akong kaunting
kaalaman tungkol sa paksa.
2. I believe that the given
problems are difficult to
answers.
45 47% 53% 100%
Naniniwala akong mahirap
sagutan ang mga ibinigay
na problems.
3. I better understand the
topic when I looked for the
other example.
Mas nauunawaan ko ang 45 96% 4% 100%
paksa kapag ako ay
tumitingin sa ibang
halimbawa.
4. I have a difficulty in
answering the problems.
45 47% 53% 100%
Nahihirapan akong sagutan
ang mga problems
5. I learned new learnings
about the topic.
45 98% 2% 100%
Natuto ako ng bagong
kaalaman.
Problem Solving Skills in terms
of learning style
1. I solved each problem in a
quiet place.
Sinagutan ko ang mga 45 91% 9% 100%
tanong sa tahimik na
lugar.
2. I better understand when 45 91% 9% 100%
I read the instruction.
Mas nauunawaan ko kapag
31
binasa ko ang panuto.
3. I read and easily
understand the problem.
45 98% 2% 100%
Binasa ko at madali kong
naintindihan ang problem.
4. I understand the problem
more easily when I make a
representation of it.
Mas madali kong 45 93% 7% 100%
naiintindihan ko ang
problem kapag nagbibigay
ako ng representasyon.
5. I sometimes talk to myself
when I solve the problem.
Minsan kinakausap ko ang
45 9% 91% 100%
sarili ko kapag
sinasagutan ko ang mga
problems.
4.1.3 Impact of game-based learning materials to the students
32
and 53% of them says that it in not difficult. 96% of the
students looked for another example to better understand
the topic and 4% of them are not. 47% of students says
that they have difficulty in answering the problems and
53% of them says that not. And 98% of the students
acquired new learnings during game-based learning and 2%
of them says that they did not acquire new learnings.
While in problem-solving in terms of learning style. 91%
of the students says that they solved each problem in a
quite place and 9% of them are not. Also 91% of the
students says that they better understand the game-based
learning materials when they read the instruction and 9%
of the are says that they did not understand it even they
read the instruction. 98% of students says that they read
and easily understand the problem while 2% of the
students did not understand the problems. 93% of the
students understand the problems, when they make a
representation of it and 7% of them did not understand
the problem even, they make a representation of each
problem. And last 9% of the students are talking
themselves when they solve the problem, and 91% of them
did not talked to themselves when they solve the problem.
33
CHAPTER 5
5.1 Summary
YES NO
In terms of availability: 55.6% 44.4%
In terms of impact: 89.8 10.2%
In terms of availability: 64% 36%
Computation of percentage score of problem-
solving skills:
YES NO
In terms of interest: 92.1% 7.9%
In terms of topic: 76% 24%
In terms of learning style: 76.4% 23.6%
34
independent variable and the problem-solving skills as a
dependent variable. The relationship of two variables
stated as 0.65, means there is a moderate correlation
between game-based learning materials and problem-
solving skills of first year college students in St.
Anthony College Calapan City Inc.
Therefore,
5.2 Conclusion
35
a better alternatives strategy to use when it comes in
teaching mathematics.
5.3 Recommendation
BIBLIOGRAPHY
36
Cheng, Yuan Bang (2011) “The effect of simulation
Retrieved from
https://www.researchgate.net/publication/220140261
37
Wahyu Setyaningrum, Pratama Loviga and Denny Mohamad
from https://www.researchgate.net/publication/327387170
APPENDICES
38
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Curriculum Vitae
43
Marc Wendell C. Bagsit
Sta. Rosa II, Baco Oriental Mindoro
[email protected]
0956-102-7199
“Looking forward for a challenging career that able to apply and practice my
qualification in order to pursue an opportunity to better serve and contribute to
the company growth and personal success.”
PERSONAL INFORMATION
Sex: Male
Age: 22 years old
Date of Birth: August, 26 1998
Place of Birth: Sta. Rosa II, Baco, Oriental Mindoro
Weight: 70 kg
Height: 5’6”
Marital Status: Single
Religion: Roman Catholic
Nationality: Filipino
Father: Marianito S. Bagsit
Mother: Wilma C. Bagsit
EDUCATIONAL ATTAINMENT
44
February 6-21, 2019
St. Anthony College Calapan City Inc. Camilmil, Calapan City, Oriental Mindoro
TREASURER
Studen Council, St. Anthony College of Calapan City Inc.
Bayanan I Calapan City, Oriental Mindoro
2019-Present
Curriculum Vitae
45
"We may encounter many defeats but we must not be defeated."
PERSONAL INFORMATION
Sex: Female
Age: 24
Date of Birth: July 07, 1996
Place of Birth: Puerto Galera Oriental Mindoro
Weight: 40
Height: 5’0
Marital Status: Single
Religion: Roman Catholic
Nationality: Filipino
Father: Romeo R. Evangelista
Mother: Lorena C. Evangelista
EDUCATIONAL ATTAINMENT
MEMBER
College of Education
St Anthony College Calapan City Inc.
2020
46
EVANGELISTA LORIE MAY C.
SIGNATURE OVER PRINTED NAME
Curriculum Vitae
To be a part of the company wherein I can utilize my skills and knowledge, and
further enhance them to my development as a person in preparation for my
47
future career. In return, I offer my service and determination to be an asset to
your company throughout the duration of my training period.
PERSONAL INFORMATION
Sex: Male
Age: 26 years old
Date of Birth: December 08, 1994
Place of Birth: Poblacion I, Naujan Oriental Mindoro
Weight: 51 kilos
Height: 5’8”
Marital Status: Single
Religion: Born Again Christian
Nationality: Filipino
Father: Serafin Thomas Handog
Mother: Amelita Alcantara Handog
EDUCATIONAL ATTAINMENT
48
MEMBERSHIP IN ASSOCIATION/ ORGANIZATION
VICE CHAIRMAN
Naujan Bible Christian Church
Poblacion I, Naujan Oriental Mindoro
2017-Present
PERSONAL REPRESENTATIVE
The Generics Pharmacy, Franchise
Public Market, Poblacion III, Naujan Oriental Mindoro
2015-Present
ACADEMIC COORDINATOR
College of Education
St. Anthony College Calapan City Inc. Camilmil, Calapan City, Oriental Mindoro
2018-2019
MEMBER
College of Education
St. Anthony College Calapan City Inc.
2020-2021
Curriculum Vitae
“You can’t start the next chapter of your life if you keep re-reading the last one.”
PERSONAL INFORMATION
Sex: Male
Age: 22 years old
Date of Birth: January 7, 1998
Place of Birth: Poblacion Baco, Oriental Mindoro
Weight: 60 kg
49
Height: 5’7”
Marital Status: Single
Religion: Roman Catholic
Nationality: Filipino
Father: Cesar H. Macaraig
Mother: Analine Golly Macaraig
EDUCATIONAL ATTAINMENT
EXTERNAL COORDINATOR
College of Education
St. Anthony College Calapan City Inc. Camilmil, Calapan City, Oriental Mindoro
50
2019-2020
AUDITOR
College of Education
St. Anthony College Calapan City Inc. Camilmil, Calapan City, Oriental Mindoro
2018-2019
DOCUMENTATION
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