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Betumath Game For Students' Basic Abilities in Mathematics in The New Normal in Education
Betumath Game For Students' Basic Abilities in Mathematics in The New Normal in Education
IN EDUCATION
An Action Research
Conducted by
MARCH 2021
ACKNOWLEDGMENTS
This humble scholarly work would not be as successful as it did without the
valuable and commendable help from others; hence, the following people are indeed
To the Almighty God, my refuge all throughout this study and whose constant
The main actors of this scholarly work, the Grade 7 – Ceres learners , who
unselfishly shared their valuable time and efforts for the success gathering of data during
orientation seminars and research format that guided the researcher for this
paper to be possible;
The Special Education Program Specialist, Dr. Marggie A. Obligacion for her
enormous guidance and accommodating help for the success of this study;
To the Principal of Capiz NHS, Ma. Rita F. Villareal for her resounding support by
providing physical and human resources during the implementation of the study;
Mrs. Aileen C. Borbon, my loving wife, adviser and supporter; my children: Joy,
Nene and Noynoy, whose immense and unconditional love and support were
overwhelming.
J.O.B.
4
Abstract
by
JONATHAN O. BORBON
March 2021
The purpose of this study was to determine the effect of the use of BETUMATH Game in
teaching Mathematics among the Grade 7 students for the School Year 2020-2021. The
researcher utilized quasi-experimental pretest-posttest design of research. The thirty
Grade 7 students from Capiz National High School, Roxas City were taken as
respondents. The researcher used the BETUMATH Game in teaching Mathematics to
improve the Academic Performance of the students. The researcher constructed a
pretest and posttest to evaluate the Mathematics Performance of the selected
respondents. Online class was conducted in the implementation of the study and
supplemented with modular approach to exhaust the gathering of reliable and valid data.
Results show that there is a significant difference between the mean score of the
respondents in the experimental and control group. The mathematics performance of the
respondents who are using the BETUMATH game in instruction is significantly higher
than those who did not use the game. It was also found out that the individual scores of
the learners who are using BETUMATH Game were less dispersed which implies that
the individual scores of the respondents were closer to the mean score, and this shows
a positive response of the students to the use of BETUMATH game as instructional
device in teaching Mathematics especially on integers.
5
Table of Contents
Page
Acknowledgment ……………………………………………………………. ii
List of Appendices……………………………………………………………….. vi
Results ……………………………………………………………. 10
Summary ……………………………………………………………. 13
Conclusions ……………………………………………………………. 16
6
Recommendations …………………………………………………… 16
Reflections …………………………………………………….……… 17
References …………………………………………………………………….. 20
7
List of Tables
Table Page
List of Appendices
Appendix Page
I Statistical Computations/Results………………………………………….. 52
the learning area where teachers are heavily challenged on how they can improve the
performance of the learners. They are confronted even during the normal times where
face-to-face instructions were still allowed, of what pedagogy to apply so that they can
improve the mathematics performance of the learners. But how much more in this time
of the new normal, this might be more difficult for them to do so. It is a big question on
what remedy can be done in order that learners will still be able to succeed in learning
mathematics though they are at home. Can the learners use available materials in their
homes to support mathematics learning? Will they be motivated to learn math when they
continue despite these limitations and obstacles brought by this pandemic? These
questions seem very difficult to answer but as teachers, the notion ‘surrender’ is not in
their vocabulary. Surely, they can do something about it to somehow address this
concern as much as they could, all for the love of the teaching profession.
making his teaching methods and instructional aids favorable to the learners. Something
that must be enjoyable so that when they do mathematics, they will not find it boring and
hard as they go along with different learning activities. This can be referred to as an
activity that brings fun and eliminates boredom in learning mathematics which is the
challenging activities, usually played by one or more players; are governed by a set of
rules and have a clear underlying structure; normally have a distinct finishing point; and
The new normal in our educational system brought different modalities where
learners must school from home with no physical assistance of their teachers. As a
result, they tend to become more aversive in learning Mathematics. To ease these
and what teaching and learning strategies can be used to address such specifically on
the contextualization of learning in the new normal (DepEd 6, 2020). Thus, the
researcher has decided to conduct research which aimed to develop, validate, and
to support the delivery of the lesson. Young children are very much fascinated with
games thus mathematical game can be introduced as a response to this problem. This is
has its foundation the tenet that games, by their very nature, increase learning through
BETUMATH game was developed with the belief that it can help in facilitating
math learnings while learners play this at home with their siblings or parents. Even at
home because of the emergency protocols imposed by the government, learners can
productively use their time to learn math while having recreation. Aside from the fun and
enjoyment the learners will derive from this game, it likewise allows them to perform the
This study has developed a mathematical game known as BETUMATH and its
This game was used as an intervention to the current problems that our learners in this
3
new normal in education are facing. Learners who are studying from home might feel
Since this game BETUMATH was the result of the convergence of color game in
Peryahan, DAMATH and Mathematics, the researcher assumed that the learners would
enjoy it because of the fun and leisure it provides as it is played in most Peryahan during
This game can be played by the learner together with his siblings or parents or
guardians at home during their free time as a sort of family bonding or during their
scheduled class in Mathematics for the whole duration of the topics on integers. Most of
the learners, if not all, have confusions on how to deal correctly with the operations of
integers that is why they need to do continuous practice through drill exercises. Drill
exercises can be done through games so that they will not find it boring as what game-
based learning theory tried to assert. Thus, this game can give fun to the Grade 7
learners while learning at the same time, in other words, it is like hitting two-birds with
one stone. To play BETUMATH game as shown in Figure 1, the following materials
and mechanics were used: (1) BETUMATH Board with rolling board where the dice are
to be rolled, and a landing board with 64 signed boxes, (2) three dice – one for operation
and two for the numbered dice, and a coin for toss.
Mechanics
signed boxes. The signed box landed by the 2-numbered dice would be
their sign and whatever will surface on the operation dice that would be
the mathematical operation to be performed.
4. Only the opponent player will record the score and vice versa.
5. To operate the surfaced number dice, these will be read from left to right
horizontally or from top to bottom vertically.
6. Rules in operation of integers are applied for scoring.
7. The result of the operation will be the score of the player which will be
recorded using the scoresheet until the duration of the game as agreed by
the players. For instance, if the dice will be rolled 10 times, the two players
will have five times chance each.
8. When the dice would land outside the landing area upon rolling, the player
must roll the dice again.
9. The two players will alternately take turn in rolling the dice. To pass is not
allowed.
10. Once a player rolls the dice and is already counted, his opponent will take
the next roll.
11. The player can strategize in rolling the dice on the board by varying the
inclination or position of the dice in the starter. In the landing area, there
are signed boxes like doubling, tripling, squaring and cubing which are
tagged as bonuses.
12. Since this game is for integers, if the result upon rolling is non-integral this
will be rounded off to the nearest whole number.
13. The score of each player will be summed up at the end of the game and
whoever got the highest score wins the game.
The scoresheet to be used is shown in Table 1.
5
Table 1
Sample of BETUMATH game Scoresheet
After the implementation of the game, the learners who were both users and non-
users of BETUMATH were assessed on the extent of knowledge they learned during the
discussion of the topics on integers. Then the test scores of the game users and non-
game to improve student’s basic abilities in mathematics in the new normal of education.
3. Is there a significant difference between the pretest and posttest of the respondents
pandemic?
5. What actions should be done after the study has been conducted?
the respondents is not possible due to pre-existing school class arrangement and
current setup of new normal learning modalities. This is supported by Fraenkel, Wallen
and Hyun (2012) that a study can use such design if random assignment to treatment
The respondents of the study were randomly chosen from twenty-two (22)
sections of Grade 7 year level of Capiz National High School in Roxas City. The thirty
(30) randomly chosen Grade 7 students were grouped into two (2) through match-pairing
7
group. The two groups were called experimental and control groups. The experimental
group was consisted of 15 respondents who were subjected to the intervention called
BETUMATH game and the control group was composed of the other 15 respondents
following procedure was employed, and the gathering of data was done online because
must first undergo validation from the experts. These reliable experts were the EPS in
Master Teachers. After the validation, revision was done to the game’s design and
mechanics based on the findings and recommendation of the experts. The validation tool
tried out to the experimental group composed of 15 Grade 7 learners called the
BETUMATH game users and the other 15 Grade 7 learners who belonged in the control
group called the BETUMATH game non-users. However, prior to the implementation of
the game, the experimental and control groups were first pretested via online using
google forms. After the implementation of the game, a posttest was given to the
respondents still via online using google forms to check whether the game has improved
Gall et al. (2007) in Reneski (2019, p. 81) that researchers often use web-based
questionnaires for academic research. The results of the posttest will determine the
differences in the performance of Grade 7 learners who are users and non-users of
BETUMATH game.
A 30-item multiple-choice type test was utilized for the pretest and posttest. A
and validity. The topics in the test were problems about operations of integers. Prior to
the utilization of the test, it was first subjected to a validity and reliability test. Initially, the
test was 50 items and were submitted to 5 jurors for content validation. These jurors
comments of the jurors were used as the bases for the revision of the test. The revised
version was then pilot tested to twenty (20) non-participant Grade 7 learners via online
using google forms. The split-half method was utilized to determine the reliability of the
instrument. This method assumes that, if a test is reliable, a student should score
equally as well as or as poorly on two random halves of the test (Downie & Heath,
1984). According to Rudner and Schafer (2002) in Quaigrain & Arhin (2017, p.4), a
at least 0.50 or 0.60. The reliability coefficient of the instrument was 0.89 which
During the implementation for the duration of 10 days, both control and
experimental groups underwent online classes which were pre-arranged with their class
adviser, held for 3 to 4 sessions for control group and 4 to 5 sessions for the
experimental group. Those who have financial difficulties to buy mobile data load were
given loads to make sure that everyone will attend the classes until the duration of the
implementation.
9
Since the game was new, the researcher made a tutorial video in Hiligaynon on
how to use the game and was provided to the game user group. The said game is to be
played by two, so their parents or siblings would serve as their playmates or opponents.
Whenever they play, pictures and videos were taken and sent to the researcher every
day, as one of the monitoring schemes. Scoresheets were also submitted daily for the
Lectures on operations of integers were done during the online class as scheduled for
both BETUMATH users and non-users. SMS and phone calls were also used as
monitoring scheme to closely assist learners in the implementation of the study with the
Prior to the implementation, learners from the game user group were informed
that whoever wins in their game against their parents or siblings at the end of the
For the qualitative question about how the game has brought impact to the
students, an open-ended question was given to the students via online using google
To interpret the mean score of students’ performance, arbitrary scales were used
as shown in Table 2.
Table 2
Mean score and verbal description from the scale used in the study.
Mean Score Description
Ethical Issues
10
The researcher, prior to the conduct of the study, had secured first a permit from
the Office of the Schools Division Superintendent and School Principal. Furthermore, a
parental consent was secured from the parents of the respondents since they were
minors.
Reneski (2019), where they have to provide their consent by printing, signing, and
returning a digital copy of the letter. The consent contained agreements that ensure win-
win benefits of both the researcher and the learners. Utmost respect and considerations
were manifested to the respondents as well as their children’s right. It is understood that
if there were respondents who would back out in the middle of the data-gathering period,
they will not be forced to continue as respondents. Their refusal to participate will not
affect the results of the study because there will be reserved respondents who will take
their place. Furthermore, the respondents were given code names for the anonymity of
their identity.
The analyzed data were presented through tables, and below each table is the
Results
individual scores of the respondents in each group vary as revealed by the standard
deviation of 5.82 and 6.21 for game users and non-users, respectively. This means that
users (M=22.20, SD=4.25) is high. This indicates that the individual scores of the
respondents were more précised compared with their pretest scores. However, the non-
user group (M=22.20, SD=4.25) has an average performance. Their standard deviation
implies that the individual scores of the students in this group were more dispersed than
Table 3
Prior to the implementation of the study, the performance of the respondents was
tested, and the results are reflected in Table 4. The performance in the pretest of
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experimental group is not significantly different to the control group (t=1.123, df=28,
p=.271). This means that before the intervention, their scores were statistically similar, or
game user group and non-user group (t=2.673, df=28, p=.012). The academic
performance of the respondents from game user group was significantly higher than the
game non-user group. This implies that the learners who are using BETUMATH game
perform better in mathematics than those who are not using the game.
Table 4
The Difference between the Academic Performances of the Respondents in Pretest and
Posttest
Mean
Test N Mean t df p
Difference
Pretest
Game User 15 16.47
2.47 -1.123 28 .271
Game Non-user
15 14.00
Posttest
Game User 15 22.20
5.27 -2.673* 28 .012
Game Non-user 15 16.93
Note: p<.05
The Difference Between the Pretest and Posttest of the Respondents who are
posttest (M=16.93, SD= 6.34) from the BETUMATH non-user group was higher than
their mean score in the pretest (M=14.00, SD=6.21). This shows that the non-user group
performed significantly better in posttest than in the pretest (t=2.652 df=14, p=.019). It
implies that learners who did not use the BETUMATH game increased their Mathematics
(M=22.20, SD=4.25) from the BETUMATH user group was higher than their pretest
(M=16.47, SD=5.82). This shows that the game user group performed significantly better
in posttest than in pretest (t=6.999 df=14, p=.000). It implies that these learners who use
5.73 which is higher than that of the non-users which is 2.93. This can be attributed to
perform better.
Table 5
The Difference Between the Pretest and Posttest Scores of the Respondents in the
BETUMATH User and Non-User Group
Group N Mean Mean t df p
Difference
Game Non-User
Pretest 15 14.00
2.93 -2.652* 14 .019
Posttest 15 16.93
Game User
Pretest 15 16.47 5.73 -6.999* 14 .000
Posttest 15 22.20
Note: *p<.05
performance of the learners because of the fun and learning they get from it. One
respondent said “…manami ang BETUMATH game nag-enjoy gid kami upod akon nga
utod kag nag-learn sang operations in integers […BETUMATH game is nice and
enjoyable when my sister and I played it, and I also learned the operations in integers]”.
It gives them motivation to learner better in mathematics rather than exposed to non-
game-based learning tasks. Another respondent also shared “Gapasalamat gid kami sir
sa imo kay nag antigo kami sang math dahil sa imong BETUMATH kag pati amon
bonding with our parents manani [We are grateful to you sir because we learned math
through BETUMATH and our bonding with our parents was improved].”
Summary
abilities in Mathematics aimed to answer the following specific problems: (1) level of
respondents in terms of Pretest and Posttest; (3) significant difference between the
Pretest and Posttest of the respondents who are using BETUMATH game and those
who are not; and (4) attitudes toward the BETUMATH game.
research. It was conducted at Capiz National High School, Roxas City for School Year
2020-2021. It involved the thirty (30) heterogenous learners of Grade 7 which were
The gathering instruments used were the researcher-made tests which were
validated by experts and tested its reliability to non-research participants before its
15
implementation. Since face-to-face teaching is not possible in the new normal, the
implementation was closely and strictly monitored during the remote teaching activities
both to experimental and control groups to ensure the reliability of the study with the
supervision of the special education program specialist of the Capiz Division. Online
class was held where all the participants must attend class via google meet. Those
learners who have financial difficulties were provided a free mobile data load for them to
attend. All tests were given via google forms and recitations were done on google meet.
When the students played the game with their parents or siblings, they took photos or
videos as proofs. Every day, the students would send the score sheets to the researcher
users, they were given traditional drill activities sent via messenger and oral recitation
was done during online class. Parents were also involved as partners in the
The data collected were subjected to descriptive and inferential tests using the
Statistical Package for Social Sciences (SPSS). Descriptive statistical tools used were
frequency, mean and standard deviation while inferential statistics used was t-test for
In the pretest, the mean score of the BETUMATH users was 16.47 while the
mean score of non-users was 14.00 with a mean difference of 2.47. The mathematics
performance of the learners from both users and non-users of BETUMATH was not
significantly different as shown by the t=1.123, df=28, p=.271 which only shows that
before the intervention was implemented, the respondents’ performance was similar.
However, the standard deviation of the game users and non-users was 5.82 and 6.21,
respectively which means that the individual score of the two groups vary.
16
The mean score of the BETUMATH non-user group in the posttest was 16.93
which is 2.93 higher than the mean score in their pretest which was 14.00. This shows
that the non-user group performed significantly better in the posttest than in the pretest
as shown by t=2.652 df=14, p=.019. It implies that these learners also improved their
Mathematics performance after teaching them using the non-game -based approach.
The BETUMATH users’ mean score in the posttest was 22.20 which was 5.73
higher than the mean score in their pretest which was 16.47. This shows that learners
from this group performed significantly better in the posttest than in the pretest as shown
by t=6.999 df=14, p=.000. It implies that learners who used BETUMATH game increased
In the posttest, the non-user group has a mean score of 16.93 while the user
group has 22.20. The mean difference was 5.27 which implies that BETUMATH users
performed significantly better than non-users (t=2.673 df=28, p=.012). The use of the
As revealed by the standard deviations, game users got 4.25 where their
individual scores were less dispersed than non-users who got 6.34. Furthermore, the
individual scores of BETUMATH users were much closer to their mean score compared
Conclusions
1. There is enough evidence showing that the mean scores in the posttest of
BETUMATH users were higher than that of the non-users. Thus, it is concluded that
17
the use of this game can really improve the mathematics performance of the
learners. It gives them motivation to learn Mathematics more than the traditional
way of learning.
BETUMATH game users compared with the non-users. The standard deviation of
the users is lower than that of the non-users. This means that the individual scores
of the respondents in the users’ group were closer to each other and nearer to the
mean score. Therefore, it is concluded that the students could comprehend well and
master the rules in operations of integers using the BETUMATH game as drill.
Recommendations
unnoticeably the most widely applied or used in one’s daily living. From all walks of life
The fun that one can get in the Peryahan (fun-fair) during fiesta where varied games are
research like this, the Department of Education would certainly not fail on its goal to
equip every learner with quality, equitable, culture-based, and complete basic education.
It is important that authorities and teachers in this agency should perform these
written ideals and put them into action to make every learner a champion on their own by
providing them the opportunity to discover their full potentials and contribute
forwarded:
they learn the lesson through the fanfare-like ambiance that it brings.
18
gives learners enjoyment and satisfaction like what a game brings. They shall
to discover learning styles which they can use to easily learn mathematics.
Reflections
This new normal has really brought a lot of positive and negative implications in
the lives of the humankind. It is like the very nature of BETUMATH game that you will
score a negative or positive upon rolling the dice. Leaners were also confronted with
educational quest in life. The delivery modalities that are used in the school have
affected much the quality of education given to them due to non-face-to-face teaching.
Mathematics which is the hardest subject to be taught even in the old normal setup.
They need an activity that lessens their stress and difficulties brought by this pandemic
like game-based tasks so that they will not feel uninterested in Mathematics.
The researcher was lucky enough to have been given an opportunity to attend
post-graduate studies in Mathematics where he has learned pedagogy that can be used
in devising teaching aids for math classes. Hence, the researcher thought of innovating
mathematical game that combined fun-fair and mathematics to produce a game called
research endeavor, this game came into fruition. One of the features of the game is
similar with the numbered color game in Peryahan, a Filipino recreational culture during
fiesta, where the rolling of the colored dice is observed. This cultural activity gives
inspiration to the invention of the game that can be used by learners in learning
mathematics aside from the fun that they can get from this one.
students enjoyed playing the game while learning mathematics even at a remote manner
of teaching. They do not limit playing the game because of the addictive fun they get as
The experience of conducting this study has given a lot of realizations, that even
in these difficult times of teaching and learning, still the researcher managed to deliver
successfully the expected math learning competencies to the students through this
innovative mathematical game. Once the students are able to assimilate the lessons
innovative teaching strategies that will make Mathematics both enjoyable and enriching
while learning at home. Make a difference in your mathematics pedagogy that would
generate enthusiasm among learners as they continue to unravel their hidden potentials
in mathematics. Help bring out the heart of a champion in every Filipino learner, well-
Action Plan
In the 21st century era, the learners are considered the central figure in the
It is the researcher’s utmost desire to share what the school heads and
mathematics educators imparted through INSET and LAC sessions. Through this, the
References
content/uploads/2020/07/RM-No.-141-s.-2020-Regional-Research-Priority-
Topics-in-the-New-Normal.pdf
Downie, N.M. and Heath, R.W. (1984). Basic Statistical Methods. New York: Harper &
Row.
Fraenkel, J., Wallen, N. & Hyun, H. (2012). How to Design and Evaluate Research in
Ocampo, R. O., Ancheta, G., Baddo, J. M., & Dugay, W. (2015). Development,
Validation and Summative Evaluation of Card Pairing Games for Selected Math
2015-3.5.1.21.pdf
Offenholley, K. H. (2012). Gaming Your Mathematics Course: The Theory and Practice
https://doi.org/10.5642/jhummath.202001.01
Quaigrain, K., & Arhin, A. K. (2017). Using reliability and item analysis to evaluate a
https://www.researchgate.net/publication/336107168_A_QUASI-
EXPERIMENTAL_STUDY_OF_SYNCHRONOUS_CONTENT_AND_LEARNER
_SENSE_OF_COMMUNITY
22
APPENDICES
24
Appendix A
November 9, 2020
SALVADOR O. OCHAVO, JR., EdD, CESO V
Schools Division Superintendent
Schools Division of Capiz
Banica, Roxas City
Sir:
Greetings!
I will be conducting my approved Action Research proposal to be funded by
BERF titled “Development of BETUMATH Game to Improve Students’ Basic
Abilities in Mathematics in the New Normal in Education”. This will be conducted to
test the effectiveness of the BETUMATH as mathematical game to Thirty (30) Grade 7 -
Ceres learners at Capiz National High School for S.Y. 2020-2021 from November 2020
to April 2021.
In this regard, your permission is respectfully requested to conduct the
abovementioned study. Rest assured that research protocols will be highly observed
during the conduct of the study such as securing parental consent from the learners and
compliance to Data Privacy Act for the data gathered.
Thank you very much.
Respectfully yours,
JONATHAN O. BORBON
Master Teacher II
Researcher
Noted:
Approved:
November 9, 2020
MA. RITA F. VILLAREAL
Principal IV
Capiz National High School
Roxas City
Attention: Allen O. Aguirre
Head Teacher VI, Curriculum Chairman Grade 7
Rowena F. Luza
Head Teacher VI, Mathematics Department
Digna B. Angelias
Class Adviser Grade 7-Ceres/Math Teacher
Madam:
Greetings!
I will be conducting my approved Action Research proposal to be funded by
BERF titled “Development of BETUMATH Game to Improve Students’ Basic
Abilities in Mathematics in the New Normal in Education”. This will be conducted to
test the effectiveness of the BETUMATH as mathematical game to Thirty (30) Grade 7 -
Ceres learners at Capiz National High School for S.Y. 2020-2021 from November 2020
to April 2021.
In this regard, your permission is respectfully requested to conduct the
abovementioned study. Rest assured that research protocols will be highly observed
during the conduct of the study such as securing parental consent from the learners and
compliance to Data Privacy Act for the data gathered.
Thank you very much.
Respectfully yours,
JONATHAN O. BORBON
Master Teacher II
Researcher
Noted:
November 9, 2020
RYDUM L. LEGARDA
Master Teacher II, Mathematics
Capiz National High School
Roxas City
Sir:
Greetings!
implementation of the study, the game’s materials, rules, and mechanics together with
the test instrument must underwent validation from mathematics experts like you. This is
to ensure the validity of the game before it will be used by the learners, and the test
Respectfully yours,
JONATHAN O. BORBON
Master Teacher II
Researcher
Noted:
Approved:
RYDUM L. LEGARDA
Master Teacher II, Mathematics
28
November 9, 2020
_________________
_________________
Sir/Madam:
Greetings!
I will be conducting my approved Action Research proposal to be funded by
BERF titled “Development of BETUMATH Game to Improve Students’ Basic
Abilities in Mathematics in the New Normal in Education”. This will be conducted to
test the effectiveness of the BETUMATH as mathematical game to Thirty (30) Grade 7 -
Ceres learners at Capiz National High School for S.Y. 2020-2021 from November 2020
to April 2021.
In this regard, your permission is respectfully requested to allow your
son/daughter,___________________________________ to participate in the conduct of
the abovementioned study. Rest assured that research protocols will be highly observed
during the conduct of the study and any data gathered from your son/daughter will be
kept with utmost confidentiality.
Kindly sign the attached parental consent in two copies (your copy and
researcher’s copy) if you allow your child to participate. Your child is free to withdraw
his/her participation even in the middle of the study if he/she is not comfortable.
Thank you very much.
Respectfully yours,
JONATHAN O. BORBON
Master Teacher II
Researcher
Noted:
Approved:
_________________________________
Signature over Printed Name of Parent
29
Appendix B
I understand that everything my child says will be kept confidential. He or she will
not be identified directly or indirectly in any oral report or written publication on the
research. I also understand that the data gathered will be destroyed once the information
has been incorporated into the research report. I also understand that my child will be
free to withdraw from the study or terminate his/her participation at any time, and that he
or she may refuse to answer any particular question if he or she so desires. I also
understand that if my child withdraws from the study period there will be no
consequences or penalties.
______________________________________ _______________
Signature of Parent over Printed Name Date
Note: If you have any questions concerning this study contact Jonathan O. Borbon,
Senior High School, Capiz National High School, Roxas City, or Mobile Number:
Appendix C
PRETEST
Grade 7 Math: Operations in Integers
32
Direction: Read and analyze each item. Choose only the letter that corresponds
to your answer.
1. When multiplying or dividing both negative numbers, the result would be?
a. positive
b. negative
c. depends on which number is negative
d. depends on which number is positive
2. To add integers if the signs are different you are going to_____
a. Add the numbers
b. Subtract the numbers
c. Multiply the numbers
d. Divide the numbers
3. The product of -8 and 9 is ____
a. 72
b. -72
c. 17
d. -17
4. Which of these has a quotient of -6?
a. 24 ÷ 4
b. -24 ÷ -4
c. -24 ÷ 4
d. -24 ÷ -4
5. Which of the following statement is FALSE?
a. - 4 + (-6) = -10
b. -7 + 1 = -6
c. 12 + (-1) = 13
d. 10 + (-9) = 1
6. What number should be added to -7 to get 10?
a. 17
b. -3
c. -17
d. 3
b. -13
c. 36
d. -36
d. ×
17. The value of (7)(-8) is
a. 15
b. -1
c. -56
d. 56
18. 144 ÷ -12 =____
a. 12
b. -12
c. 156
d. 132
19. Which pairs of integers have a difference of -16?
a. 50, 36
b. -40, 14
c. 18, 2
d. -30, 14
20. Which expressions is equivalent to -2 + (-9)?
a. -7 + (-4)
b. 2 + (-9)
c. 20 – 9
d. 9 – (-2)
21. ( ̶ 50 ) ÷ ___ = -1,what number should be in the blank?
a. 25
b. 49
c. 50
d. ̶ 50
22. -7 + (-5) =
a. 2
b. -2
c. 12
d. -12
23. (16)(-12)=
a. -28
b. 4
c. 192
d. -192
24. Which is the same as -10 – (-6)?
a. 10 – 6
b. -10 + 6
c. 10 + (-6)
d. -10 – 6
25. To the right of zero in the number line means
a. Negative
b. Positive
35
c. Zero
d. Undefined
26. The product of zero and nonzero integers is always
a. Positive
b. Negative
c. Zero
d. Nonzero
27. The numbers to the left of zero in number line is
a. greater than zero
b. equal to zero
c. less than zero
d. cannot be determined
28. What should be the value of n to make this equation n – 7= -13 correct?
a. -6
b. 20
c. 6
d. -20
29. The product of -120 and 30 is
a. 3600
b. -3600
c. -150
d. -40
30. Complete the statement: 3 – (-5) = __ + (-5)
a. 20
b. 15
c. 13
d. 12
36
Appendix D
PRETEST
Table of Specification
37
Appendix E
POSTTEST
7. 18 __ -7 = 25
a. +
b. –
c. ÷
d. ×
a. 15
b. -1
c. -56
d. 56
15. (16)(-12)=
a. -28
b. 4
c. 192
d. -192
41
d. PhP 100
24. What should be the value of n to make this equation n – 7= -13 correct?
a. -6
b. 20
c. 6
d. -20
25. How far is -7 to the left of 2?
a. 7 units
b. 8 units
c. 9 units
d. 10 units
26. The product of -120 and 30 is
a. 3600
b. -3600
c. -150
d. -40
27. What does it mean in integral notation when a certain obese losses 30
pounds of his weight?
a. +30
b. -30
c. -60
d. +60
28. Complete the statement: 3 – (-5) > __ + (-5)
a. 20
b. 15
c. 13
d. 12
29. Complete the statement: 3 – (-5) = __ + (-5)
e. 20
f. 15
g. 13
h. 12
Appendix F
POSTTEST
Table of Specification
44
Appendix G
I. Learning Objectives:
At the end of the learning period, 100% of the students with at least 75%
proficiency level should be able to:
A. Topic
Operations on Integers
B. References
C. Materials
BETUMATH Game
A. Preliminary Activities
2. Review
a. 20 + 12 b. 15 – 3 c. 12 x 4 d. 34 ÷ 17
B. Presentation:
- Introduce to the learners the rules and mechanics on how to play BETUMATH
Game
- Ask other learners to perform the operation in the scoresheet for scoring
C. Activity:
Playtime: Learners will play together with their parents or siblings at home.
After they made a score, scoresheet will be sent to the chat box to check if they
perform correctly the operations on integers.
Generalization:
D. Application:
The scoresheet is given below with no score yet. Your task is to get the score
and determine who is the winner by solving the total score of each player. Who won in
the game?
48
IV. Evaluation:
V. Assignment:
A roller coaster at the theme park takes fans on an exciting ride. In the first 20
seconds, it carries its passengers up a 30-meter hill, plunges them down 30 meters, and
takes them back up a 15-meter rise. How much higher or lower from the start of the ride
are they after these 20 seconds?
49
Appendix H
Appendix I
Statistical Computations/Results
55
Std.
Grou Mea Devi
p N n ation Std. Error Mean
Pret BET
est UMA
TH
14.0 6.21
NON 15 1.60357
000 059
-
USE
R
BET
UMA
16.4 5.81
TH 15 1.50196
667 705
USE
R
Postt BET
est UMA
TH
16.9 6.34
NON 15 1.63726
333 110
-
USE
R
BET
UMA
22.2 4.24
TH 15 1.09631
000 601
USE
R
Gain BET
UMA
TH
2.93 4.28
NON 15 1.10612
33 397
-
USE
R
BET
UMA
5.73 3.17
TH 15 .81921
33 280
USE
R
F Sig. t df
Pr Equal -
et variances 1.
.826 .371 28
e assumed 12
st 3
Equal -
27
variances 1.
.8
not 12
81
assumed 3
P Equal -
o variances 2.
1.272 .269 28
st assumed 67
te 3
st
Equal -
24
variances 2.
.4
not 67
53
assumed 3
G Equal -
ai variances 2.
1.081 .307 28
n assumed 03
4
Equal -
25
variances 2.
.8
not 03
06
assumed 4
Lower Upper
Paired Differences
Sig. (2-
Mea Std. Std. 95% Confidence t df tailed)
n Deviati Error Interval of the
58
Difference
P PreNonuser -
- -
ai PostNonuser 4.2839 -
2.93 1.10612 -.56095 2.65 14 .019
r 7 5.30572
333 2
1
Std.
Deviati
Mean N on Std. Error Mean
Paired
Differe
nces t df
95%
Confid Sig. (2-tailed)
ence
Interva
Std. l of the
Deviati Differe
Mean on Std. nce
Error
Mean Lower Upper
Pair 1 PreUs
- - -
er - 3.1728
5.7333 .81921 7.4903 3.9762 -6.999 14 .000
PostU 0
3 7 9
ser
59
Appendix J
1. Drafting of the
proposal
2. Proposal
revision by the
Senior Education
Program Specialist
in Research
3. Proposal
Approval by the
SRDC
4. Courtesy Call to
the Division Office
1. Identifying
Learning
Competency
2. Development
of the
BETUMATH
Game
3. Validation of the
BETUMATH Game
4. Online
Administering of
Pretest to
respondents to
determine their
level of knowledge
before the
implementation
5. Implementation
6. Online
Administering of
Posttest to
respondents to
determine their
level of knowledge
after the
implementation
7. Online Interview
61
for Triangulation
8. Data
Processing/
Analysis and
interpretation
9. Refinement of
the Manuscript
10. Submission of
Final Output
Appendix K
Certificate of Acceptance
63
64
Appendix L
CURRICULUM VITAE
65
Personal Data
Leonora O. Borbon
Occupation : Teacher
Educational Background
Work Experiences
June 2016 to date - Master Teacher II, DepEd, Division of Capiz, Capiz NHS
March 2014 – June 2016 -Teacher II, DepEd, Division of Capiz, Capiz NHS
June 2013 – March 2014 - Teacher II, DepEd, Division of Capiz, Capiz NHS
September 2010 – June 2013- Teacher I, DepEd, Division of Capiz, Lonoy NHS
66
Appendix M
Financial Report
67
Department of Education
SUMMARY OF EXPENSES
Amount
Granted 11,325.00
Less:
Expenses
Total
Expenses
12,441.00
Balance (1,116.00)
Prepared by:
Master Teacher II