Professional Documents
Culture Documents
S.Y. 2017-2018
IN LEARNING MATH
Researchers:
Frias, Cathryn S.
De Vera, Darryl P.
March 2018
Chapter 1
INTRODUCTION
Rationale
have pointed out that mathematics anxiety could be one of the key factors that
Educators have tried to cope with this problem by proposing effective teaching
remains a forbidding subject for many students. They tend not to try to find the answers
when encountering difficulties during the learning process. This seriously affects their
reducing their mathematics anxiety, which could be helpful to them in improving their
learning efficacy (Peters 2013), attitude, and interest (Louis and Mistele 2012).
learning mathematics (Hwang et al. 2013; Sins et al. 2008). Legault and Green-Demers
(2006) pointed out that lack of learning motivation is the critical problem in the present
(2006) further stated that the way of presenting the learning materials could affect
students’ learning motivation for mathematics. Several researchers have also
Meanwhile, the idea of using games to engage students in the process of active
learning is not new. Over the past several years, educators have been increasingly
incorporating various games into their teaching curriculum in an effort to create a fun
and engaging learning environment for students. Although this can be very challenging
and time consuming, interactive, collaborative and competitive, games tend to motivate
Game based teaching and learning can be quite effective if understood what it is
and how it can be implemented to enhance instruction and learning. Games are not the
end-all be-all answer to the problems in education, but they can dramatically change the
Since Mathematics is one of the mot difficult subjects of all time, the researchers
came up with an idea to conduct a research on how the Game-based Teaching affects
the Student’s Learning in Mathematics of the Senior High School Students of Turac
findings, insights, generalization of ideas which the researchers formed the basis for
and response. Games designed on this learning principle generally present the player
with a task or skill to be repeated until mastered or conquered, receiving rewards after
attainment. Those games considered drill-and-skill edutainment often fall into this
category. Since these tasks are extrinsically motivated, learning is seen as transmission
rather than construction (Good & Brophy, 1990). As such, the critique of this type of
game is that it is considered training, rather than the acquisition of deep understanding
games fall into this category, where learning and play are integrated to provide a
context that allows for the active construction of knowledge. Intrinsic motivation is more
often associated with these games, with problem-solving as one of the key meta-skills
the external tools used to construct knowledge. This is most associated with the gaming
construction of knowledge, but rather the ’tool that mediates activity’. In this way,
learning is considered to be situated and therefore the activity becomes the unit of
SimCity. The rich social context that surrounds this game-play is considered to be one
of the greatest aspects to game-based learning and as a result, the game is the tool that
- Attitudes of the
students toward - Analysis of Survey
Mathematics
- Collection and - Insight on the Effects
- Features of Tabulation of Data of Game-based
classroom games
- Interpretation Teaching
- Effects of Games to
students’ motivation of Results
Mathematics?
4. What are the effects of classroom games in the mathematical learning of the
students?
Definition of Terms
For better understanding of this research study, the following terms are lexically
defined:
Senior High School Students are randomly selected students of Grade 11 and 12
Research Design
The study will use the descriptive research design because the study involves
observing and describing the behavior of a subject without influencing it in any way.
This research design will help the researchers to collect and analyze the responses of
data. It will involve the elements or interpretation of the meaning or significance of what
was described. Thus, description was often involved with measurement, classification,
Sources of Data
In this study, the researchers will use 3 respondents from STEM, ABM, and GAS
strand of both grade 11 and 12. Therefore, there will be a total of 30 students from
Grade 11 and Grade 12 that will serve as respondents. The respondents are bona fide
senior high school students of Turac National High School who are currently enrolled in
data. The instrument will be designed and developed by the researchers and will be
validated by the Research Adviser to collect the proper data, make data comparable
and amenable to analysis, and avoid bias in data collection. The time that will be
each statement with 5 being strongly agree, 4 for being agree, 3 for being neither agree
Analysis of Data
games that encourage students to learn Mathematics, effects do the classroom games
researchers will use an Average Weighted Mean (AWM). The response of the
respondents to the checklist will be carefully tallied, tabulated and organized. Thus, the
The presentation, analysis and interpretation of the data was will be based on the
x́=
∑ fx
N
Where:
x́ = mean
f = frequency
x = scores
Furthermore, the following scale will be used to determine the effects Game-based
Questionnaire-Checklist
Name (Optional): -
________________________________________________________
Directions: The following statements are based on the Likert-scale. Put a check
mark () that best matches your opinion – do not mark between numbers. The
responses are based on a 5-point scale, with five being strongly agree and one being
strongly disagree.
Statements 5 4 3 2 1
1. Mathematics makes me feel nervous.
Statements 5 4 3 2 1
1. Classrooms games are free-activities and not
a forced engagement.
2. Classroom games form social interaction.
Statements 5 4 3 2 1
1. Classroom games
Statements 5 4 3 2 1