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Abstract
With the challenges pose to teachers in making Mathematics fun and interesting especially
under the new normal, the researchers thought of a way on how to increase student
sent in the learners’ university mails. The researchers utilized a game-based learning platform
called Kahoot where a live leaderboard is automatically determined for every round. Basically,
this classroom- based research intends to find out the effectiveness of integrating gamification
in virtual learning and the academic performance of the Grade 10 learners of West Visayas
State University (WVSU) for the fourth quarter of Academic Year 2021-2022 in Algebra.
Purposive sampling was used to obtain the possible number of learner-respondents based on
the purpose of this study. There were 37 learners who answered both pretest and posttest, 11
of them are male while 25 are female, with an age range of 15-18 years old. A paired-samples
t-test was conducted to evaluate the impact of gamification based on the learners’ pretest and
post test scores. The results showed a significant increase in the marks of the students’ Pretest
(M= 15.76, SD= 3.13) to Post test (M=19.62, SD=4.02), t (36) = -4.77, p= .000 (two-tailed).
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Therefore, this concludes that the integration of gamification in Algebra class was effective. This
classroom-based research will also be used as a ground for new related studies at WVSU and
other colleges and institutions, shared with the university's internal and external stakeholders,
and integrated into the school improvement plan of WVSU- Integrated Laboratory School.
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Context and Rationale
There is this common belief that most learners do not like the subject Mathematics due
to various factors relating to instruction and the students’ cognitive, affective and psychomotor
attributes, subject matter, and the learning environment. However, major reasons to dislike
mathematics were related to difficulty in understanding the subject matter, and teacher or
Mathematics has always been perceived as a difficult subject among any other. Some
could even say that it is the most hated subject while others conclude that it is the most boring
one. With these reasons, teachers have been challenged on what measures to take in order to
The Trends in International Mathematics and Science Study (TIMSS) gauged proficiency
in mathematics with poor learning results among students in the Philippines in 2019 with more
than 80 percent of them falling below minimum levels of proficiency expected for the respective
grades. However, when the pandemic brought unprecedented changes towards the education
system, a lot more challenges added up to the already faced hurdles by the mathematics
anxiety and achievement in mathematics were examined. This was conducted in Gabaldon,
Nueva Ecija, Philippines, during the first and second grading of the 2021-2022 academic year. A
Stratified sampling was used to select the 207 high school students. According to the findings,
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students perform very well in mathematics. Students agree that they are motivated,
enthusiastic, and enthusiastic about mathematics. They do agree, however, that mathematics
gives them anxiety. Mathematics interest and anxiety differ significantly when students are
interest/attitude and achievement. When students are divided into age groups, there is a
achievement. The motivation, anxiety, and achievement of students differ significantly by year
level. Mathematics motivation, interest/attitude, and achievement all had a positive relationship.
There is, however, a negative relationship between mathematics anxiety and mathematical
and mathematical performance. The theoretical and practical implications of the study were also
emerge under the new normal where everyone has to adapt to the changes brought by the
pandemic. This calls for a necessary course of actions to make in order to improve the
Thus, this research is conducted at Integrated Laboratory School (ILS) of West Visayas
State University, a major and prestigious public high school in an urban city in the Western
Visayas Philippines. The total enrollees for the 10th Grade at the school during the 2021-2022
academic year was 49 students. 30.61 percent of the students were male, while 69.39 percent
were female. While ILS is an exceptional high school in many ways, student participation is an
area where there is room for improvement. ILS had a 32% chronic absentee rate during
synchronous virtual learning, which could suggest student dissatisfaction with the learning
environment.
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As Mathematics pre-service teachers at ILS, we understood that the classroom learning
Despite our efforts to create an engaging and authentic learning environment for the students,
we frequently saw student disengagement and poor learning outcomes. As the synchronous
classes begin, for example, only a few students are willing to attend. The same is true when it
comes to quizzes, problem sets, and performance tasks; majority of them submit their works
late. Thus, we experimented with a shallow type of gamification to boost student enthusiasm
doesn’t mean replacing your lessons with games, but rather adding certain attributes (like point
systems and badges) to make the content more engaging (Dodge, 2020).
Another theory that has been associated with gamification is the goal-setting theory.
According to this theory, there are four factors linked to students’ performance: their
commitment toward the goal, the feedback they receive, the complexity of the activity, and the
feedback, levels of achievement, and a sort of competition (Huang and Hew, 2018). Studies
about the effectiveness of gamification are promising, with variable to positive results (Koivisto
learning platform called Kahoot, in which students were awarded for positive behaviors such as
being participative, competitive, and mentally prepared. This technique did appear to boost
student involvement in the short term, which was a favorable consequence. It provided cover
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for
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students who might otherwise be hesitant to engage in class by allowing them to say that they
were "doing it for the points." However, these behavioral components of this system bothered
us. As teachers who believe in problem-posing education, we need to wonder if we were not
simply teaching for compliance rather than critical thought (Jett, M. B 2020). On the other
hand, students appeared to be much less willing to participate if they were not given points.
what games can do, to improve their particular skills and optimize their learning (Smiderle, R.,
Rigo, S.J., Marques, L.B. et al 2020). However, with our class’s current situation where only
32% of the total attendance every synchronous class is present and the mean percentage score
in written work and performance task is low due to lack of submissions of some students, we,
as pre-service teachers, felt obligated to critically evaluate this concept. Was gamification a
viable strategy for improving learning environments, or was it merely a passing trend? Was
gamification only about points, badges, and leaderboards, or could it be something more? In
what ways may gamification help educators create authentically engaging and transformative
learning experiences? With these questions marked in mind, we ought to conduct a study and
apply this gamification to make improvements in terms of the discrepancies the teachers and
This action research intends to find out the effectiveness of integrating gamification in
virtual learning and the academic performance of the Grade 10 learners of West Visayas State
University for the fourth quarter of Academic Year 2021-2022 in Algebra based on results of
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Specifically, this study seeks to answer the following questions:
1. What are the pretest scores in the conceptual understanding and mathematical
2. What are the posttest scores in the conceptual understanding and mathematical
instruction in Lesson planning for online classes. Gamification is the process of bringing
elements of gaming to your lesson plans. It doesn’t mean replacing your lessons with games,
but rather adding certain attributes (like point systems and badges) to make the content more
Another theory that has been associated with gamification is the goal-setting theory.
According to this theory, there are four factors linked to students’ performance: their
commitment toward the goal, the feedback they receive, the complexity of the activity, and the
feedback, levels of achievement, and a sort of competition (Huang and Hew, 2018). Studies
about
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the effectiveness of gamification are promising, with variable to positive results (Koivisto and
Hamari, 2019).
In this study, Gamified instruction will be used to the Grade 10 learners having an online
class in which currently have 46% attendance and having low scores in their recent problem
sets.
The Teacher-Researcher will organize a gamified instruction in lesson planning that will
The (37) Grade 10 learners under blended learning approach will be given a thirty (30)
items digital copy of a pre-test via google form. Then, the researcher will instruct the
platform after 40 minutes. The following week, they will be having an online class with a topic
that covers the pretest. The lesson will be discussed using gamified instruction. The researcher
will have a class monitoring of the learner’s attendance. In the third week, after the discussion
of the topics included on the pretest, they will be given a post test. The researcher will once
again direct the participant to accomplish the post-test and answer it via google form for 40
minutes.
To sum it up, there will be a total of three weeks allotted for this study.
based on the purpose of this study. The respondents were the students of Grade 10- Jupiter in
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the Integrated Laboratory School of West Visayas State University. There were 37 learners
who
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answered both pretest and post test in which there were 11 males and 25 females in total of 37
respondents with an age range 15-18 years old. These respondents were chosen since they are
the researcher’s advisory class and the researcher has access to their scores. There is also a
subject-teacher who served as instructor and motivator for the learners to participate in the
class.
The researcher-made Gamified lesson plan is purposefully designed to find out the
another researcher-made pretest and posttest will be utilized to measure the effectiveness of
the gamified lesson plan. These research instruments are coupled with parameters to assess or
research tools, the researcher will seek approval from the Dean’s office, Integrated Laboratory
School Director, and parents through a formal letter. Research instruments will be administered
in compliance with the ethical research standards within the research management guidelines of
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C. Data Analysis Plan
Table 1.1
Table 1.2
Paired Differences
95%
Confidence
Interval of the
Difference
Std. Sig.
Posttest
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A paired-samples t-test was conducted to evaluate the impact of gamification based on
the learners’ pretest and post test scores. The results showed a significant increase in the
marks of the students’ Pretest (M= 15.76, SD= 3.13) to Post test (M=19.62, SD=4.02), t (36) =
-4.77, p= .000 (two-tailed). The mean increase in the test scores was -3.87 with a 95%
confidence interval ranging from -5.51 to -2.22. Hence, there is a significant difference between
the pretest and post test scores of Grade 10 learners in Algebra. This means that the
D. Ethical Issues
The gamification intervention was applied in the practice teachers’ detailed lesson plan
and was utilized during the class session. Then the researchers oriented the class about the
pre- test that they will be giving out as part of their research. Using the google form, the
researchers then inserted the statement asking permission from the parents of the learners to
participate in the study by their child answering the pre-test and posttest. A synchronous
google meet session was held to ensure that the participants of the study are the one
answering the pre-test. The google form link was only sent via in-call messages during the
Google meet session. The participants were assured that the information they provided will be
kept confidential, and will only be available for the purpose of the researchers’ study.
After evaluating the impact of gamification based on the mean scores of the learners’ pretest
and posttest, the results revealed that there is a significant increase in the learners’ pretest and
post test marks. This depicts that the integration of gamification in the Grade 10 Algebra class
was effective that their academic performance increased as seen in the results of the study.
Not
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only that it enhanced students’ attendance, but active participation towards along the class
discussion was observed. Indeed, students are more motivated to attend to partake in the
class when faced with games, rewards, and badges -- Games that are integrated not only in
one part of the whole class duration but is integrated in the whole instruction; Rewards
through load prizes given for the learners who are in the top 3 every after the class
leaderboard is revealed; And badges sent in every learner’s WVSU mail who attends and joins
Conclusions
class discussion. They are more motivated when faced with games,
teachers present their lesson and what intervention they put on to draw the
Recommendations
Based on the findings and conclusions, the following recommendations are presented:
especially under the new normal in order to capture the learners’ interest towards the
subject.
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2. The teachers must adapt to the ever-changing demands of technology and should
therefore adjust to the interests of learners, bringing Mathematics to online Math fun
the teachers to recognize which of it are more appropriate to utilize depending on what
Reflection
classroom. With the unprecedented Covid 19, we are bound to investigate the difficulties that
learners often encounter in the virtual set up and must find solutions to it. Thus, during class
discussions in Grade 10 students of West Visayas State University, the researchers observed
that the there less than half learners attending the synchronous class and they have low scores
in their problem sets. And so, we thought of a way on how to enhance student engagement,
attendance, and academic performance. Since Mathematics is frequently tagged as a hated and
boring subject, the researchers find a way to make the discussion fun and engaging. With this,
we integrated gamification in our class – incorporating the elements of gamification like giving
rewards and badges as well as giving our points with live leaderboard at the end of the session.
We utilized Kahoot as our educational platform to earn automatic points as their participation
and basis for top performing students every class session. Along the conduct of this classroom-
based research, we have come up with some realizations. First, it is truly hard to encourage
learners in attending synchronous classes especially that this mode of learning is new to all of
us. Second, with the advent of many software, applications, and websites nowadays, teachers
must adapt and explore it in order to make learning more engaging in an online platform.
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Lastly, applying the
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elements of gamification in learning Mathematics is truly effective as it hypes up the students
and makes the discussion fun. In conclusion, it is very significant for teachers to find various
means in ensuring that learners are engaged and invested in the subject, especially that this
new mode of learning requires a whole lot of different approach in capturing students interest
This classroom-based research will be used as a ground for new related studies at West
Visayas State University and other colleges and institutions around the country. The findings of
the study will be shared with the school's internal and external stakeholders. This will be
published in the school library and distributed on the University's website for whatever purpose
it may serve. Additional dissemination will occur through presentations at conferences, such as
teacher education and mathematics education conferences, regionally and nationally, and
The findings of this study will also be used and integrated into the school improvement
plan of West Visayas State University's Integrated Laboratory School that encourages learners
respond
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to contemporary pandemic situations, integrating gamified instruction specifically employing the
game-based learning platform called Kahoot may successfully give a strong practice of teaching
References
Gafoor, K. Abdul; Kurukkan, Abidha. (2015). Why High School Students Feel Mathematics
Higher Education Flipped Courses: Effects on out-of-Class Activity Completion and Quality of
Koivisto, J., and Hamari, J. (2019). The rise of motivational information systems: a
10.1016/j.ijinfomgt.2018.10.013
19
Smiderle, R., Rigo, S.J., Marques, L.B. et al. The impact of gamification on students’
learning, engagement and behavior based on their personality traits. Smart Learn. Environ. 7,
3 (2020). https://doi.org/10.1186/s40561-019-0098-x
Vera, B. O. (2021). 80% of PH kids don’t know what they should know – World Bank.
Appendices
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solve problems (including real life problems) involving the fundamental
counting principle
B. Concepts:
one event can occur in 𝑛1 ways and a second event can occur in 𝑛2 ways, and a third in 𝑛3
ways, and so on, then these events can occur in 𝑛1x 𝑛2x𝑛3x…ways.
C. Strategy/Techniques/ICT Integration:
ICT Integration – Ck12, Kahoot, PowerPoint presentation, Google Meet, and Google
Classroom
Note: The whole discussion will be held via Kahoot for total points and live
leaderboard.
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TEACHER’S ACTIVITY STUDENTS’ ACTIVITY
1. Daily Routine
For this day, we will tackle a new lesson, but before that I’d Students are praying.
2. Priming/ Motivation
PRIMING
class discussion and you have to answer via kahoot because the
correct answer.
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Other participants will also be given additional points for
Answer: None
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A. Activity
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Example 2: Kiosk 4 of WVSU Coop has a combo meal which
following choices:
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Example 3 will be via Ck12. The teacher utilizes an interactive
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Teacher: How many different complete outfits can be made
How many pants do you think we need to try on this man for us
made, ma’am.
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Students: Six ma’am.
Then we put the same belt for all of it since we only have
one here.
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Very good! First, we put 3 pairs of pants since there are 3
that each shirt will be tried on two pants (blue and brown).
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So indeed, Student A is correct for answering C or 6 in our
number 1.
b. 6x1x1= 6
c. 3x2 = 6
That’s correct. Because the concept of our lesson for today which
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Teacher: How about if Tyler could choose from three belts Student D: Letter A
a. 3x2x2= 12
b. 3x1x3= 9
c. 3x3x2 = 18
the same time, what would the new equation that represents
the number of unique outfits look like? (He only has one belt.)
a. 3x2x1x2= 12
b. 3x3x1x2= 18
c. 3x2x2x2 = 24
Student A: Letter C.
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Student B: Letter A.
B. Analysis
Guide Questions:
vary.
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2. Is it really applicable in real life setting? If so, in what
C. Abstraction
Example 1:
choices:
Sprite
Since, we have now a lot of given, what do you think can we do Fundamental Counting
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Alright, so can Student C apply it to get the correct answer? Student C: Using
Principle,
4 x 3 x 2 x 5= 120
Example 2: When you toss a coin thrice, how many will be the Student A: 2x2x2=
Example 3: Jan is planning to spend his academic break visiting Student B: 4x3x2x1= 24
four tourist spots in the Visayas – Boracay, Cambugahay Falls, possible ways.
Example 4: In an interview room, there are five vacant seats. If Student C: 5x4= 20
two interviewees went inside, in how many ways can they be ways
seated?
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D. Applications
1. If you flip the coin six times, what would be the Answer: 2x2x2x2x2x2=
2. Five teams compete in the University Quiz Bowl. In how Answer: 5x4x3= 60
as follow:
possible outfits
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4. Jan’s locker code is composed of 2 numbers and 2 letters. Answer: 26x26x9x9=
If the same letter or number can be repeated, how many 54, 756
can be made?
If the same letter and number CANNOT be repeated, how Answer: 26x25x9x8=
E. Assessment
a. 2,430 ways
b. 4,896 ways
c. 54 ways
d. 1246 ways
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2. AZ license plates have 3 letters followed by 4 numbers. If
can be made?
a. 215,768
b. 115,316,136
c. 12
d. 169,845
made?
a. 805,761
b. 119,000,497
c. 102,351,600
d. 144
a. 36
b. 1440
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c. 48
d. 1078
5. Lovely loves to eat salad. How many salads can she put
a. 48 salads
b. 60 salads
c. 12 salads
d. 56 salads
a. 48 combinations of pizza
b. 64 combinations of pizza
c. 8 combinations of pizza
d. 36 combinations of pizza
a. 32 possible outcomes
b. 16 possible outcomes
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c. 64 possible outcomes
d. 18 possible outcomes
a. 12 lunches
b. 6 lunches
c. 18 lunches
d. 4 lunches
games?
a. 10 possible outcomes
b. 16 possible outcomes
c. 20 possible outcomes
d. 32 possible outcomes
41
in 𝑛2 ways, and a third in 𝑛3 ways, and so on, then these
IV. Assignment
Prepared by:
Practice Teacher
PERMUTATIONS
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Algebra 10 (Lesson Plan)
derive the formula for finding the number of permutations of n objects taken r at
a time
A. Topic: Permutations
B. Concepts:
order. (Order is important). It could be the ordering of all the elements in a group, or the
C. Strategy/Techniques/ICT Integration:
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ICT Integration – Kahoot, PowerPoint presentation, Google Meet, and Google
Classroom
Preparatory
Activities/ Preliminaries
3. Daily Routine
that I’d like to ask Student A to please lead the prayer. Students are praying.
4. Priming
answer.
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For the top 3 students on the leaderboard, you will be
and a prize with a badge that will be sent via wvsu mail.
session.
number is this?
times you can subtract number 5 from number Three tickets because the
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ticket each. How many tickets did they buy in
total?
Answer: Four
F. Activity
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Are you ready class?
and cheese.
Answer:
Answer:
set {x,y,z}.
Answer:
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4. You are the leader of the group and you need to
group.
G. Analysis
in a particular way.
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At the end of this lesson, you will be able to:
H. Abstraction
understand Permutation.
Factorial Notation
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3! = 3 • 2 • 1 = 6
2! = 2 • 1 = 2
1! = 1
0! = 1
Modules (SLMs).
Student B:
arrangements. English-Science-Mathematics
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Teacher: Can you list all the possible arrangements? Science-English-Mathematics
Science-Mathematics-English
Mathematics-Science-English
Mathematics-English-Science
arrangements?
are as follows:
Listing
English-Mathematics-Science
English-Science-Mathematics
Science-English-Mathematics
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Science-Mathematics-English
Mathematics-English-Science
arrangements?
arrangements.
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If Valentine also received his SLMs in other 5 subjects:
arrangements?
nPn = 𝑛!
8P8 = 8!
=8•7•6•5•4•3•2•1
8P8 = 𝟒𝟎𝟑𝟐𝟎
SLMs only?
𝑛!
nPr = (𝑛−𝑟)!
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8!
8P5 =
(8−5)!
=8•7•6•5•4
8P5 = 𝟔𝟕𝟐𝟎
objects is 𝑛!
𝑛!
objects taken r at a time”, is nPr =
(𝑛−𝑟)!
Examples:
1. 6P6 Solution:
6! 6!
6P6= =
(6−6)! 0!
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6•5•4•3•2•1
= 1
6P6= 720
2. 3P0 Solution:
3!
3P0=
(3−0)!
3!
= 3!
3P0= 1
3. P(14, 6) Solution:
14!
P(14, 6)=
(14−6)!
14•13•12•11•10•9•8•7•6•5•4•3•2•1
= 8•7•6•5•4•3•2•1
=14•13•12•11•10•9
6𝑃3 Solution:
4. 4!
6!
6𝑃3 (6−3)!
4! = 4!
6•5•4•3•2•1
= 3•2•1
4•3•2•1
𝟔𝑷𝟑
𝟒! = 5
nPn = n!
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Examples:
Solution:
nPn = 𝑛!
5P5 = 5!
=5•4•3•2•1
5P5 =𝟏𝟐𝟎
Solution:
nPn = 𝑛!
4P4 = 4!
=4•3•2•1
4P4 =𝟐𝟒
For the next two examples, please open your Kahoot and
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3. In how many ways can 7 people arrange
Solution:
Let 𝑛 = 7 people
nPn = 𝑛!
7P7 = 7!
=7•6•5•4•3•2•1
7P7 =𝟓𝟎𝟒𝟎
repeated? Solution:
nPn = 𝑛!
3P3 = 3!
=3•2•1
3P3 = 𝟔
Examples:
row of 3 seats?
Let 𝑛 = 5 girls,
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𝑟 = 3 seats
5!
5P3=
(5−3)!
5•4•3•2•1
= 2•1
5P3 = 𝟔𝟎
word “hexagon”?
𝑟 = 4-letter words
7!
7P4=
(7−4)!
7•6•5•4•3•2•1
= 3•2•1
7P4 = 840
For the next two examples, please open your Kahoot and
𝑟 = 3-letter codes
26!
26P3=
(26−3)!
= 26 • 25 • 24
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26P3 = 15600
Let 𝑛 = 10 contestants,
𝑟 = first 3 singers
10!
10P3=
(10−3)!
10•9•8•7!
= 7!
=10•9•8
10P3 = 720
Circular Permutation
Examples:
Let 𝑛 = 8,
(8 – 1)! = 7!
=7•6•5•4•3•2•1
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𝑷 = 𝟓𝟎𝟒𝟎
Let 𝑛 = 7,
(7 – 1)! =
6!
=6•5•4•3•2•1
𝑷 = 𝟕𝟐𝟎
(𝒏−𝟏)!
of n objects taken n at a time is .
𝟐
Examples.
to form a bracelet??
(10−1)! 9!
2 = 2
9•8•7•6•5•4•3•2•1
= 2
𝑷 = 𝟏𝟖𝟏𝟒𝟒𝟎
(5−1)! 4!
2 = 2
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4•3•2•1
= 2
𝑷 = 𝟏𝟐
Examples:
Solution:
5! 5•4•3•2•1
P = 2! = 2•1
𝑷 = 60
MESSENGER? Solution:
9! 9•8•7•6•5•4•3•2•1
P = 3!2! = (3•2•1)(2•1)
𝑷 = 30240
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I. Applications
permutations.
CHICHARRON?
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4. During the Chemistry Class, the teacher divided
J. Assessment
IV. Assignment
Prepared by:
Practice Teacher
63
Instrument
ordering of all the elements in a group, or the ordering of some elements from a group.
A. Combination
B. Counting Principle
C. Permutation
D. Factorial Notation
2. Rose is craving for an ice cream so she went out to find the nearest shop. The ice
cream shop she found nearby has the above tree diagram in the window to show
customers possible combination of ice cream they sell. How many total outcomes are
there?
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a. 18 ice creams
b. 16 ice creams
c. 12 ice creams
d. 14 ice creams
3. Please refer to the given in item no. 2. How many combinations can Rose get if the
a. 10 ice creams
b. 8 ice creams
c. 14 ice creams
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d. 12 ice creams
4. An ice cream store offers 4 different cup sizes and 10 flavors. How many ways are
a. 24 ways
b. 40 ways
c. 14 ways
d. 44 ways
5. A construction company currently has three active sites. There are 8 different ways to drive
from site 𝐴 to site 𝐵. There are 6 ways to drive from site 𝐵 to site 𝐶.In how many ways can we
a. 14 ways
b. 24 ways
c. 42 ways
d. 48 ways
6. A restaurant serves 5 types of pie, 6 types of salad, and 6 types of drink. How many
different meals can the restaurant offer if a meal includes one pie, one salad, and one drink?
a. 120 meals
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b. 180 meals
c. 140 meals
d. 220 meals
bookshelf, then write all the possible arrangements of these books using the first letters
only.
d. MSE
8. In how many ways can a 4-digit code be formed using the numbers 1 to 9? Note, that
a. 6,761
b. 6,561
c. 671
d. 651
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9. In our town, there are 3 paths connecting the library and the post office, 5 paths
connecting the post office and the bank, and 4 paths connecting the bank and the park.
Determine the number of ways to walk from the library to the park.
a. 45 ways
b. 60 ways
c. 65 ways
d. 48 ways
10. Lylia is planning to enjoy her summer visiting the tourist spots in Visayas – Boracay,
Cambugahay Falls, Islas de Gigantes, and Kawasan Falls are her choices. In how many
a. 24 ways
b. 32 ways
c. 18 ways
d. 16 ways
11. Eight students compete in Essay Writing English during the English week. In how many
ways the first three prizes such as first, second, and third be given?
a. 24 ways
b. 48 ways
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c. 363 ways
d. 336 ways
12. Kate’s phone password consists of 3 letters followed by 3 numbers. If the same letter or
a. 12,812,904
b. 13,812,904
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c. There are 24 ways to arrange 5 students in a row of 5 seats.
15. Seven BSED 3-B students are running to become the chairperson, vice-chairperson,
a. 1
b. 7
c. 35
d. 140
16. In how many ways can 6 different keys be arranged on a key ring?
A. 120
B. 60
C. 24
D. 12
𝑛!
a. (𝑛−𝑟)!
b. m x n x p x…..
70
𝒏!
c. (𝒏−𝒓)! 𝒓!
𝑛!
d. 𝑟!
18. In how many ways can the letters of the word FACULTY be arranged so that the
A. 180
B. 360
C. 720
D. 1440
19. Find the number of ways in which Paul, Arthur, Bea, Marvz, and Jamie can be seated
at a round table, such that Paul and Arthur must always sit together.
A. 6
B. 12
C. 24
D. 120
A. 60
71
B. 5040
C. 151200
D. 604800
A. 120
B. 720
C. 5040
D. 40320
A. 120
B. 720
C. 5040
D. 40320
72
A. Permutation
B. Combination
C. Factorial Notation
D. Circular permutation
A. nPr = n!
B. nPn = n!
C. rPn = n!
D. nPn = r!
25. Picking first, second, and third place winners represent permutation.
A. True
B. False
C. Sometimes true
A. nPn = 1!
B. nPn = n
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C. nPn = 1
D. nPn = n!
27. In how many ways can the letters of the word PENCIL be arranged in a line so that
A. 5! • 2!
B. 6! • 2!
C. 5!
D. 6
28. In how many ways can 7 differently colored beads be threaded on a string?
A. 360
B. 720
C. 2520
D. 5040
29. In how many ways can 6 boys stand in a circle to play “spinning top”?
A. 30
B. 720
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C. 120
D. 360
a. 50
b. 252
c. 720
d. 30,240
75
Letter
76
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