Professional Documents
Culture Documents
Department of Education
REGION I
SCHOOLS DIVISION OF PANGASINAN II
SAN JACINTO NATIONAL HIGH SCHOOL
GUIBEL/CAPAOAY, SAN JACINTO, PANGASINAN
A Research Paper Presented to the Faculty of San Jacinto National High School
By:
2023
TABLE OF CONTENTS
TITLE PAGE…………………………………………………………........................
COPYRIGHT.......................................................................................................
DEDICATION………………………………………………………………………….
ACKNOWLEDGEMENT…………………………………………………...…….......
TABLE OF CONTENTS……………………………………………………………...
A. RATIONALE……………………...…………………………………………
B. CONCEPTUAL FRAMEWORK
C. THEORETICAL FRAMEWORK
E. HYPOTHESIS………………………………………………………………….5
H. DEFINITION OF TERMS……………………………………………………..7
RELATED LITERATURE
RELATED STUDIES
A. LOCAL STUDIES……………………………………………
B. FOREIGN STUDIES…………………………………………
A. RESEARCH DESIGN……………………………………………………….17
D. RESEARCH INSTRUMENTATION………………………………………..18
DATA……………………………………………………………………………………..20
RECOMMENDATIONS
APPENDICES………………….………………………………………………………41
CURRICULUM VITAE………………………………………………………………
QUESTIONNAIRES…………………………………………………………………
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.
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
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)
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
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?
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.
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.
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.
This chapter presents the review of related literature and studies underlying the
framework of the study.
A. Foreign Literature/ Study
B. Local Literature/ Study
RESEARCH METHODOLOGY
RESEARCH DESIGN
Figure 3:
Map of the Locale
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
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
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.
Where:
AWM = Average Weighted Mean
W = Weight
X = Frequencies
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)