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Republic of the Philippines

Department of Education
REGION I
SCHOOLS DIVISION OF PANGASINAN II
SAN JACINTO NATIONAL HIGH SCHOOL
GUIBEL/CAPAOAY, SAN JACINTO, PANGASINAN

“EFFECT OF LEARNING GAMIFICATION STRATEGY TO THE GRADE 5 WITH NUMERACY

DIFFICULTY OF MACAYUG ELEMENTARY SCHOOL”

A Research Paper Presented to the Faculty of San Jacinto National High School

In Partial Fulfillments of the Requirements in Investigation, Inquiries & Immersion

By:

VINICE MAEVE L. BASBAS


CRIZANEL S. PASANA
JOSHLEY MARC R. AQUINO
CLARENCE BENIDICT R. MARMOLEJO
RIZACRIS E. DELA MASA
JACINTO CASILAG JR
TRISHA C. VENTURA
12- F HUMSS

ANNA LORRAINE T. MAMUYAC


III Teacher

DRA. FLORA E. CONDES


Principal III

2023

TABLE OF CONTENTS

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Telephone No: (075) 653-0010/600-3641
TITLE PAGE

TITLE PAGE…………………………………………………………........................

COPYRIGHT.......................................................................................................

DEDICATION………………………………………………………………………….

ACKNOWLEDGEMENT…………………………………………………...…….......

LIST OF TABLES AND FIGURES………………………………………………….

TABLE OF CONTENTS……………………………………………………………...

CHAPTER I: THE PROBLEM AND ITS BACKGROUND

A. RATIONALE……………………...…………………………………………

B. CONCEPTUAL FRAMEWORK

C. THEORETICAL FRAMEWORK

D. STATEMENT OF THE PROBLEM…………………………………………..4

E. HYPOTHESIS………………………………………………………………….5

F. SCOPE AND DELIMITATIONS……………………………………………...6

G. SIGNIFICANCE OF THE STUDY

H. DEFINITION OF TERMS……………………………………………………..7

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CHAPTER II: REVIEW OF RELATED LITERATURE

RELATED LITERATURE

RELATED STUDIES

A. LOCAL STUDIES……………………………………………

B. FOREIGN STUDIES…………………………………………

CHAPTER III: RESEARCH METHODOLOGY

A. RESEARCH DESIGN……………………………………………………….17

B. LOCALE OF THE STUDY…………………………………………………..17

C. RESPONDENTS OF THE STUDY…………………………………………18

D. RESEARCH INSTRUMENTATION………………………………………..18

E. DATA GATHERING PROCEDURE……………………………………..

F. STATISTICAL TREATMENT OF DATA……………………………………

CHAPTER IV: PRESENTATION, ANALYSIS AND INTERPRETATION OF

DATA……………………………………………………………………………………..20

CHAPTER V: SUMMARY OF FINDINGS, CONCLUSIONS AND

RECOMMENDATIONS

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Telephone No: (075) 653-0010/600-3641
BIBLIOGRAPHY………………………………………………………………………40

APPENDICES………………….………………………………………………………41

CURRICULUM VITAE………………………………………………………………

QUESTIONNAIRES…………………………………………………………………

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Telephone No: (075) 653-0010/600-3641
CHAPTER 1
THE PROBLEM AND ITS BACKGROUND
This chapter served as an introductory chapter. It contains the
Background of the Study, Theoretical Framework, Conceptual Framework,
Statement of the Problem, Hypothesis of the Study, Scope and Delimitation,
Significance of the Study, and Definition of Terms.

RATIONALE
Numeracy skills are skills relating to numbers, from the word itself
numeracy, and mathematics. Numeracy skills are the ability to interpret,
understand and work with numbers, including the use of mathematical formulas
such as addition, subtraction, multiplication, division, ratios and percentages.

According to Elephant Learning, LLC, 2022, The Gamification is a method


of making arithmetic play rather than work for children. When you find instances
of math in real games or in the real world, always utilizing math as the
foundation, you have successfully gamified your math education. It's really easy
to accomplish and can have a huge impact on how your child feels about math.
In this article, we'll examine what gamification is, why it's important, and how you
can use it to help your child excel in arithmetic. (pg. 1)

Knowledge in mathematics, equation and numeracy skills are powerful


tools that helps us, and so it is important that we can recognize it. But
realistically, there are still people that has difficulties in understanding anything
related to math and numbers, mostly children. That is why teaching children
about numbers and mathematics, equipping them with numeracy skills, are
crucial at their young age because their learned knowledge will be brought
throughout their adulting life, and if the basics are not taught and learned at their
young age, it will be harder for them to understand a much more advanced

Address: Guibel/Capaoay, San Jacinto, Pangasinan


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mathematical problems and equations as well as a hard time following related
topics as they step in their higher grade level.

CONCEPTUAL FRAMEWORK
The Conceptual framework discuss the flow of the study to be taken:

PROVIDER PROCESS
Subject Teacher who are in
 Selection of grade 5
charge in teaching math or
pupils at the Locale
Primary teacher for teaching
arithmetic  Construction of Learning
gamified sheet
 Construction of the
Evaluation sheet
INPUT  Pretest will initially
Investigating the effect of conducted
learning gamification strategy in  Collection of Pretest Data
the observe variable in-  Administering the
accordance to the Grade 5 Learning gamified sheet
numerical difficulty as a form of thrice a week
activity in the school for
the next 2 weeks.
 Posttest will be conducted
to identify the level of
OUTPUT Improvement
Effect of learning gamification  Collection of Posttest
strategy to the Grade 5 with Data
numeracy difficulty of  Validation of the
Macayug Elementary School Evaluation sheet
 Floating the Evaluation
sheet
 Collection of Data
 Tabulation of data
 Interpretation of data
 Conclusion
BENEFACTOR  Recommendation
 Grade 5 Pupils with
Numeracy difficulty
 School
 Community
Address: Guibel/Capaoay, San Jacinto, Pangasinan
 Future
Telephone No:researchers
(075) 653-0010/600-3641
Figure 1:
Research Model of this
Study

For this study, the researchers used the Input Process Output (IPO) research
model to provide clear idea on what to expect throughout the research. The
Provider will be the Subject Teacher who are in charge in teaching math or
Primary teacher for teaching arithmetic.
As an input, are the research questions that are presented on the
statement of the problem, to carry out the study, the researchers employed
quasi-experimental method in obtaining the essential data using evaluation sheet
to be given to the selected teacher. And the output Effect of learning gamification
strategy to the Grade 5 numeracy difficulty of Macayug Elementary School, in
which, the benefactor of this study will be the Grade 5 Pupils with numeracy
difficulty, school, community and future researchers.

INDEPENDENT DEPENDENT
Effect of Learning Alleviating Numerical difficulty
Gamification Strategy of Grade 5 Pupils

Figure 2:
Independent-Dependent
Variable Model

The Researchers also use Independent-Dependent variable model in


which often show the measurement of independent variables and interpretation
of dependent variables to show the studies to test cause-and-effect relationships.
The independent variable is the cause. Its value is independent of other variables

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Telephone No: (075) 653-0010/600-3641
in your study, this is represented by Effect of Learning Gamification Strategy and
the dependent variable is the effect, Its value depends on changes in the
independent variable, in which is Alleviating Numerical difficulty of Grade 5
Pupils.
THEORETICAL FRAMEWORK

The THEORY OF PLAY is a body of knowledge about the connections


between play and cognitive development throughout childhood and beyond,
hinting that if a child is expose to games that revolve around a certain
competency such as Mathematics then the child might excel to this certain
subject. Psychologists who have been researching how children's brains develop
and how this affects us as adults may make this argument. Each one may differ
slightly from the others, favoring particular experiences over others. They have
been consulted to help practitioners decide which types of play to use in their
settings and to inform Various Forms of Play in Early Years. The Early Years and
beyond have a wide variety of play philosophies. These theories were advanced
by people like Piaget, Vygotsky, Montessori, and others.

They aid in our comprehension of the advantages of play for kids and the
ways in which it influences the growth of a variety of skills, including
mathematical skill. These concepts and theories can be used to guide much of
the Early Years Foundation Stage's utilization of children's play. (For reference:
https://tinyurl.com/6fybj4ds)

STATEMENT OF THE PROBLEM

This study aims to identify the effect of learning gamification strategy to the
Grade 5 with numeracy difficulty of Macayug Elementary School, Along with the
main problem, this research would also like to know:
1. What are the observe variables in this study, in terms of?
A) Psychological condition when encountering mathematics
B) Knowledge on Mathematics
C) Eagerness in learning Mathematics

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641
(pang reference ninyo:
https://www.researchgate.net/publication/320424886_Factors_Affecting_Difficulti
es_in_Learning_Mathematics_by_Mathematics_Learners)

2. What are effect of learning gamification strategy to the Grade 5 with numeracy
difficulty of Macayug Elementary School according to the Respondents, in terms
of?
A) Psychological condition when encountering mathematics
B) Knowledge on Mathematics
C) Eagerness in learning Mathematics

3. After administering the set activities for 2 weeks, what are the level of
Improvement to the grade 5 with numeracy difficulty using learning gamification
strategy of Macayug Elementary School according to the Respondents?

4. Is there a significant difference between the level of Improvement & effect of


learning gamification strategy to the grade 5 pupils with numeracy difficulty of
Macayug Elementary School according to the Respondents?

HYPOTHESIS OF THE STUDY

H o - there is no significant difference between the level of Improvement & effect


of learning gamification strategy to the Grade 5 pupils with numeracy difficulty of
Macayug Elementary School according to the Respondents.

H a - there is a significant difference between the level of Improvement & effect


of learning gamification strategy to the Grade 5 pupils with numeracy difficulty of
Macayug Elementary School according to the Respondents.

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641
SIGNIFICANCE OF THE STUDY

Grade 5 Pupils with Numeracy difficulty. For them to evaluate the pupils on
what factor does the Learning gamification strategies effects on the difficulty in
order for them to improve.

Community. For them to re affirm the intention on the study, that this
intervention may be crucial to their children’s development especially in the
numerical concept.

School. To help them evaluating level of Improvement & effect of learning


gamification strategy to the pupils with numeracy difficulty. Also evaluate the
improvement numeracy efficiency through this study in improving for the next
school year’s implication.

Future researchers. This study will serve as a basis for them in case they'll
conduct a research with a similar topic to this one.

SCOPE AND LIMITATION OF THE STUDY

The researchers will conduct the study in the 2 nd semester of Academic


Year 2022-2023. The study on the effect of learning gamification strategy to the
Grade 5 with numeracy difficulty of Macayug Elementary School, this can be
applicable to Subject Teacher who are in charge in teaching math or Primary
teacher for teaching arithmetic as a evaluator of the test group .

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641
The given test group will be 12 Grade 5 pupils of Macayug elementary
school. This are chosen using Non-probability sampling specifically purposive
sampling, with accompanied consent in which disclosure of the whole study &
mitigation activities are explained to the parents/guardian to the said pupils.

In Addition, the researchers will use Pre-test Post-test Method meaning


that the respondent will conduct an evaluation to the test group using the
evaluation sheet provided by the researcher. Therefore, an interval of 2 week will
be allotted to integrate the Learning gamification sheet for them to answer in the
locale. Then the researcher will only involves the gathering of the respondent’s
data on the certain topic, applying real time result & interpreting the knowledge in
a physical form.

DEFINITION OF TERMS

The researchers have used conceptual definition for this study which gives
clear understanding to the readers. For clarification and appreciation of the
present study, the following terms are defined:
 Numerical Difficulty (Dyscalculia). Regarded as a specific learning
problem, resulting from differences in the brain that affects the typical
acquisition of numerical skills.
 Gamification. The application of typical elements of game playing, can also
be applied to learning.

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641
CHAPTER II

REVIEW OF RELATED LITERATURE/STUDIES

This chapter presents the review of related literature and studies underlying the
framework of the study.
A. Foreign Literature/ Study
B. Local Literature/ Study

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Telephone No: (075) 653-0010/600-3641
CHAPTER III

RESEARCH METHODOLOGY

This chapter represents the method done by the researchers. It contains


the following questions: Research Design, Locale of the Study, Respondents of
the Study, Research Instrumentation, Data Gathering Procedure and Statistical
Treatment of Data.

RESEARCH DESIGN

This research used quantitative type of research. It is used because this


study aims to collect and analyze numerical data. This quantitative study applied
quasi-experimental design specifically, it applied correlational research design to
establish the relationship between the two closely connected variables which are
the learning gamification and numeracy difficulties.

LOCALE OF THE STUDY

The study was conducted at Macayug


Elementary School ground. This school
selected for their insights into effect of
learning gamification strategy to the Grade 5
with numeracy difficulty of Macayug
Elementary School. The researcher used a

Figure 3:
Map of the Locale

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641
Evaluation sheet, for the data gathering of this study and answered by the
assigned researchers.

RESPONDENTS OF THE STUDY

The respondents of this study were subject teacher who are in charge in
teaching math or Primary teacher for teaching arithmetic, they will serve as
evaluator of the test group which are selected Twelve (12) Grade 5 pupils of
Macayug elementary school. The test group are chosen using Purposive
sampling, with accompanied consent in which disclosure of the whole study &
mitigation activities are explained to the parents/guardian to the said pupils. In
assessing the pupils, the evaluators will give a 10 points numeracy test, in which
scoring 50% below the score will nominate the pupils as a sample. The
researcher selected these respondents to give the information that was used to
determine the effect of learning gamification strategy to the Grade 5 with
numeracy difficulty of Macayug Elementary School

RESEARCH INSTRUMENTATION

Pre-test - Post-test method through Evaluation sheet was the method


used to gather information as data from the respondents. The Evaluation sheet
was determining the following: Psychological condition when encountering
mathematics, Knowledge on Mathematics and Eagerness in learning
Mathematics. Then after giving the set activity intended final data to be acquired
will be the Level of Improvement in order to finalize the effect of learning
gamification strategy to the Grade 5 with numeracy difficulty of Macayug
Elementary School.

DATE GATHERING PROCEDURE

The whole study’s duration was the whole 2nd semester of the school year
2022-2023. The Evalauation sheet was administered to 12 grade 5 pupils

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through the watchfull observation of the responents. After the Pre-test, the
researcher will analyse the 1st set of data then administer Learning gamification
sheet specifically revolves around numerical concept and after 2 week a post test
will be conducted in order to identify the level of Improvement as a final set of
data.

The researcher had immediately floated the evaluation sheet to the


respondents after the Evaluation sheet was approved by the researcher’s III
teachers. After getting results, the researcher had tabulated the data. Statistical
treatment was used to analyse the data.
STATISTICAL TREATMENT OF DATA

The Data that will be collected, Tabulated & Computed using Manual
computation along with IBM SPSS Statistic Software, in order for the researcher
to accurately & precisely analyse the responses of the Respondents.

Statement of the problem 1 will be justifies the research's observe variable


using information from the study or article. In determining the Statement of the
problem 2, the researcher used the average weighted mean score of the
respondents using the formula:

X1W 1+ X2W 2+ X3W 3+ X4 W 4+ X5W 5


AWM=
TOTAL NUMBER OF RESPONDENTS

Where:
AWM = Average Weighted Mean
W = Weight
X = Frequencies

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Telephone No: (075) 653-0010/600-3641
The rating scale below was used to interpret the results:

SCALE WEIGHTED INTERPRETATION


MEAN
5 4.21-5.00 Highly Affected
4 3.41-4.20 Affected
3 2.61-3.40 Slightly Affected
2 1.81-2.60 Neutral or By circumstances
1 1.00-1.80 Unaffected

To determine Statement of the Problem 3, the researcher made use of T-test will
be used to know the level of difference between the variables and conclude the
hypothesis of the study.
(pahanap ng t-test fomula)

Address: Guibel/Capaoay, San Jacinto, Pangasinan


Telephone No: (075) 653-0010/600-3641

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