Professional Documents
Culture Documents
Authors:
JOSELINE M. SANTOS
RONILO P. ANTONIO
BRYAN CARLO T. CAPULONG
DERIC RAPHAEL P. SANTOS
EFFIE MARI R. MAGUGAT
JED HANS M. LEABRES
MARON JHERWYN B. ORTEGA
Bulacan State University
January 2019
Traditional Filipino games served as an enjoyable pastime and have been a part of
the Filipino tradition for a long time. It is essential for the present and future generations
that researches be conducted to find methods for the preservation of these cultural heritages
during the times when modern digital games have become increasingly more popular. This
study aimed to investigate on the potential effectiveness of utilizing mobile gaming
applications—entitled Larong Pinoy, and Patintero Playtime—as a platform to promote
conceptual understanding on traditional Filipino games by testing them on the Grade 7
students of Bulacan State University Laboratory High School. Larong Pinoy is a mobile
game which contains Luksong Baka, Luksong Tinik, Palosebo, and Sipa. This study
adhered to quantitative methods which included a pretest and posttest design in its data
gathering procedure, while paired samples t-tests were conducted to determine the
existence of a significant difference on the students’ mean scores on the pretest and posttest
for each game. It resulted to a mean of (6.28) for the pretest and (7.24) for the posttest.
Among the five traditional games included, only Luksong Baka yielded a significant
difference (p = 0.025) at a 0.05 level of significance, meaning that it was effective in
promoting understanding to students about the said game. Reasons that were found to affect
the students’ understanding were their prior knowledge, difficulty of the mobile game, and
the interesting nature of the game. Although mobile gaming applications were utilized, it
must ultimately lead to the increase in knowledge and motivation of the Filipinos in playing
the real-life traditional games.
Introduction
Traditional Filipino games serves as an activity for enjoyment commonly engaged
in by the Filipino youth in their free time that may range from early mornings, after school
hours, weekdays, and holidays. Children participating in such activities are expected to
improve in their physical, cognitive, and social aspects brought about by the games’
muscle-tiring nature, its requirement for cooperative teamplay as well as strategical
planning as a determining factor to ensue victory between competing teams. Ingenuity and
resourcefulness of the Filipino are also showcased in inventing these games where only the
surroundings, the people, and any usable materials can serve as the elements of the game.
Examples of such are the Patintero which utilizes only the street and Sipa which utilizes a
colorfully decorated washer to be hit with the player’s elbow or foot. Although it may be
an effective means for personal development in children, it is slowly being overshadowed
by video games in handheld devices and computers which are prominent nowadays. A
great loss to Filipinos would be the result of the fading of these traditional games—along
with the values and skills integrated within them—from the Filipino cultural norm.
Traditional games have been passed down through generations due to continuous
playing of the games as a way of recreation and pastime of the people, most especially the
children. It would not be much of a surprise if most of the traditional games played by
children today are also known to their parents and even up to their grandparents.
Transmission of cultural knowledge, values, and skills to the younger generation are done
In this study, the researchers used a quantitative research method with a quasi-
experimental design in order to test the effectiveness of the use of mobile gaming in
promoting students’ conceptual understanding on traditional Filipino games among the
Grade 7 students from the Science, Technology, and Engineering program at Bulacan State
University Laboratory High School. For this reason, a pretest-posttest design was
implemented to effectively measure the degree of change appearing as a consequence of
the applied intervention. Data in the form of respondents’ answers to test items were
acquired through the use of closed-ended questions which allowed them to select from a
set of pre-determined choices. The purpose of employing a pretest-posttest design was to
The first phase of the study done by the researchers involved finding out what are
the traditional games of the Philippines that are still being played and popular among the
Filipino children. The second phase of the research involved finding mobile games that
were applicable to the research being conducted. “Larong Pinoy” and “Patintero Playtime”
mobile gaming apps were chosen due to their adequate informative content on the
traditional games’ history, gameplay and mechanics, making them a suitable mobile game
representation of their traditional counterparts. In the third phase of the research, the Grade
7 students in Bulacan State University Laboratory High School from the section Science,
Technology, and Engineering 2 were selected as the study’s respondents, consisting of 29
students in total. This specific grade level was chosen by the researchers because the
average age of grade 7 students ranges from 12 to 14 which is around the age where most
kids enter adolescence. Kids before stop playing outdoor games at this age. The fourth
phase of the research process involved the preparation of five pairs of pretest and posttest
questionnaires for each of the five traditional games, utilizing the same set of questions
that are unique for each game. The questions included were based from the integrated
information within the mobile gaming applications. The fifth phase of the study comprised
of the distribution and the retrieval of the questionnaires. The pretests were distributed on
the first visit, while the posttest on the second. During these processes, the 29 students
were divided into five groups representing each game, wherein each group were composed
of six students with the exception of the Palosebo group which was only composed of five.
Table 1
Students’ Individual and Mean Scores on the Pretest
Pretest S1 S2 S3 S4 S5 S6 Mean
Luksong 8 8 9 7 6 6 7.33
Tinik
Patintero 8 8 6 8 6 6 7.0
Palosebo 6 6 8 8 6 6 6.67
Luksong 5 5 8 6 5 5.8
Baka
Sipa 4 4 5 3 6 5 4.5
Table 1 presents the scores of the student participants with their corresponding
calculated mean scores after the pretest on the different traditional Filipino games included
within the study. The highest mean, and consequently the highest level of students’
understanding, is associated with the game of Luksong Tinik which attained a mean score
of (7.33). Oppositely, the lowest in rank is Sipa with its mean score of (4.5). With these, it
can be said that the highest prior understanding of students could be attributed to the game
of Luksong Tinik while the lowest level of students’ prior understanding is to the game of
Sipa.
The data acquired from the administered pretest revealed that the students’ prior
understanding of traditional Filipino games before exposure to the mobile gaming
applications can be described with a total mean of (6.28), calculated from students’ the
pretest scores.
Table 2
Students’ Raw and Mean Scores on the Posttest
Posttest S1 S2 S3 S4 S5 S6 Mean
Luksong 9 9 7 8 9 8.4
Baka
Luksong 9 9 8 7 6 9 8
Tinik
Palosebo 8 6 8 6 8 7 7.17
Patintero 7 9 8 8 5 6 7.17
Sipa 7 8 3 4 6 6 5.67
Table 3 shows the SPSS Statistics output of the Paired Samples t-Test conducted
on the students’ mean scores on the pretest and posttest for Luksong Baka. From the paired
samples t-Test, it was found that there was a significant difference in the pretest scores (M
= 5.8) and posttest scores (M = 8.4) at Sig. (2-tailed) or p value= 0.025. Therefore, at 0.05
level of significance, there is sufficient evidence to reject the null hypothesis, which stated
that there is no significant difference among the pretest and posttest scores. These results
suggest that mobile gaming was effective in improving the understanding of students on
the traditional Filipino game, Luksong Baka, proven by the p-value = 0.025 which is less
than the decided confidence level (0.05).
Table 4
Paired Samples t-Test for Luksong Tinik
Paired Samples Test
Sig.
(2-
Paired Differences tailed)
95% Confidence
Interval of the
Std. Std. Error Difference
Mean Deviation Mean Lower Upper t df
Pair Pretest - -0.66667 1.36626 0.55777 -2.10047 0.76714 - 5 0.286
1 Posttest 1.195
Table 4 shows the SPSS Statistics output of the Paired Samples t-Test conducted
on the students’ mean scores on the pretest and posttest for Luksong Tinik. It was found
that there was no significant difference in the pretest scores (M = 7.33) and posttest scores
(M = 8.0) at Sig. (2-tailed) or p value= 0.286. Therefore, at 0.05 level of significance, there
is not sufficient evidence to reject the null hypothesis, which stated that there is no
significant difference among the pretest and posttest scores. These results to a negative
implication that using the mobile gaming application was not effective in promoting
understanding on Luksong Tinik, marked by the p-value = 0.286 which is greater than the
decided confidence level (0.05).
Table 5 shows the SPSS Statistics output of the Paired Samples t-Test conducted
on the students’ mean scores on the pretest and posttest for Palosebo. Similar to the
previous result, it was found that there was no significant difference in the pretest scores
(M = 6.67) and posttest scores (M = 7.17) at Sig. (2-tailed) or p value= 0.456. Therefore,
at 0.05 level of significance, there is not sufficient evidence to reject the null hypothesis,
which states that there is no significant difference among the pretest and posttest scores.
These results imply that using the mobile gaming application was not effective in
promoting understanding on Palosebo, marked by the p-value = 0.456 which is greater than
the decided confidence level (0.05).
Table 6
Paired Samples t-Test for Patintero
Paired Samples Test
Sig.
(2-
Paired Differences tailed)
95% Confidence
Interval of the
Std. Std. Error Difference
Mean Deviation Mean Lower Upper t df
Pair Pretest - -0.16667 1.16905 0.47726 -1.39350 1.06017 - 5 0.741
1 Posttest 0.349
Table 6 shows the SPSS Statistics output of the Paired Samples t-Test conducted
on the students’ mean scores on the pretest and posttest for Patintero. In the same way as
the previous results, it was found that there was no significant difference in the pretest
scores (M = 7.0) and posttest scores (M = 7.17) at Sig. (2-tailed) or p value= 0.741.
Therefore, at 0.05 level of significance, there is insufficient evidence to reject the null
hypothesis, which states that there is no significant difference among the pretest and
posttest scores. It can be inferred from the results that using the mobile gaming application
was not effective in promoting understanding on Patintero, verified by the p-value = 0.741
which is enormously greater than the decided confidence level (0.05).
Table 7 shows the SPSS Statistics output of the Paired Samples t-Test conducted
on the students’ mean scores on the pretest and posttest for Sipa. Likewise, it was found
that there was no significant difference in the pretest scores (M = 4.5) and posttest scores
(M = 5.67) at Sig. (2-tailed) or p value= 0.239. Therefore, at 0.05 level of significance,
there is insufficient evidence to reject the null hypothesis, which states that there is no
significant difference among the pretest and posttest scores. These results imply that using
the mobile gaming application was not effective in promoting understanding on Sipa,
marked by the p-value = 0.239 which is greater than the decided confidence level (0.05).
Discussion
Conclusions
Based on the findings of the study, the following conclusions were drawn:
The students possess knowledge, to some extent, about traditional Filipino games
included in the study prior to exposure to the mobile gaming apps utilized platforms for
promoting understanding about the traditional games. This inference comes from the
results shown in the pretests of each game, which were not entirely low. However, there
were still gaps present in the students’ knowledge and understanding which served as
rooms for improvement to be filled in with the help of exposure to the mobile games.
The results attained by the students in the posttest were greater than their scores in
the pretest. Thus, the mobile applications that they had played as part of the study’s
treatment or intervention had a positive effect leading to an improvement in the students’
understanding on traditional Filipino games, supported by the total mean score in the
posttest which was relatively higher than the pretests’ total mean.
There is a significant difference in the students’ mean scores on the pretest and
posttest for Luksong baka supported by its p-value of (0.025) at 0.05 level of significance.
There was enough evidence to reject the null hypothesis which stated that there is no
significant difference in the pretest and posttest mean scores. Thus, the mobile gaming
application was effective in promoting understanding on Luksong Baka. However, the
same cannot be said about the four other mobile games, which lead to no significant
differences in the students’ mean scores before and after playing the Sipa, Palosebo,
Patintero and Luksong Tinik mobile games. Interviews with the Grade 7 students who have
participated in the study revealed factors which affected their experience with the games.
Factors such as their prior understanding of the traditional game, the hard difficulty of the
Recommendations
For the National Commission for the Culture and the Arts, programs such as the
development of mobile games which aim to promote conceptual understanding of
traditional Filipino games may become beneficial to Filipinos who have enjoyed these
traditions as well as to the future generations who can still play these games in their time
once preservation efforts bear success. The researchers recommend to use the same
platform as mobile gaming in promoting other traditional games not just students, but as
well as to other subjects who have insufficient or no understanding of them at all. This is
due to the fact that the mainstream modern technology and media have a grasp of influence
on everyone, and not just the younger generations.
For mobile game developers, the use of mobile gaming in promoting traditional
games were found to be potentially effective by the current research. Developing more
games that promotes a positive advocacy will certainly help the advancement of the
Filipino culture in general. It is important to balance the game’s difficulty and aesthetic
elements in order to make it interesting to users, as well as to integrate valuable information
about traditional Filipino games within the mobile app.
For teachers and instructors, using mobile games in giving information about
traditional Filipino games may prove to be effective in motivating students to understand
more about the traditional Filipino games especially because they fit within the modern
context during these times wherein the use of technology reigns above older methods.
It is also important that the findings of this research are not generalized to all Grade
7 students in this country. Further research can be conducted with a larger sample size from
schools situated in different areas throughout the different regions of the Philippines. Other
factors that may influence the answers of the subjects may include childhood experiences,
the region they grew up with, and their social interactions. Modern advancement in
technologies will be a double-edged sword, but it will help the future generations if done
correctly.
Most importantly, it must not be forgotten that the promotion of these traditional
games through digital gaming platforms should ultimately lead to motivating the youth to
play them in real life as an outdoor recreation, and not to promote the constant playing of
the digital games themselves. Therefore, the developers of such games must mostly think
of the benefit to the Filipino culture and people, and not for the potential income that they
may earn from producing such games.
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