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IMMERSION OF HIGH SCHOOL

STUDENTS IN MATHEMATICS 10
THROUGH THE USE OF HYPER-
CASUAL AND ADVENTURE GAMES
Kenneth Arizapa
Neil Florenz Espinosa
Paul Rubia
Alexander Joseph Oxales
MAIN PROBLEM
The main problem of this study is to develop two games
that will immerse high school students in mathematics
OBJECTIVES
Specifically, it aims to:
1. Determine the entertainment value of the Hyper-casual
and Adventure games as supported by the following
variables?
a) Evaluation rating
b) Confidence rating
2. Determine the immersion value of the Hyper-casual and
Adventure games based on the following?
a) Number of pre-test and post-test items answered
b) Significant difference between the number of pre-test
and post-test items answered by the Hyper-casual,
Adventure, and control group
3. Determine if there is a significant difference among the
two games in terms of entertainment value and immersion
value?
OBJECTIVES
1. The Hyper-casual and Adventure games has no
entertainment value as supported by the following
variables.
1. Evaluation rating
2. Confidence rating
2. The Hyper-casual and Adventure games has no immersion
value based on the following:
a) Number of pre-test and post-test items answered
b) Significant difference between the number of pre-test
and post-test items answered by the Hyper-casual,
Adventure, and control group
3. There is no significant difference among the two games in
terms of entertainment value and immersion value.
DATA
Problem 1: What is the entertainment value of the Hyper-casual and
Adventure games as supported by the following variables?
a. Evaluation rating

Table 1: Evaluation rating of the Hyper-Casual game under specific


criteria
Table 2: Evaluation rating of the Adventure game under
specific criteria
Problem 1: What is the entertainment value of the Hyper-casual and
Adventure games as supported by the following variables?
b. Confidence Rating

Table 3: Confidence rating of the Hyper-Casual game under specific criteria


Table 4: Confidence rating of the Adventure game under specific
criteria
Table 5: Comparing the evaluation rating and the confidence rating of
the Hyper-casual and Adventure game

Adventure
Problem 2: What is the immersion value of the Hyper-casual and
Adventure games based on the following?
a. Number of pre-test and post-test items answered

Table 6: Comparing the mean number of pre-test and post-test items


answered by the Hyper-casual group, Adventure group, and control group.

Adventure
DATA ANALYSIS
Problem 2: What is the immersion value of the Hyper-casual and
Adventure games based on the following?
b. Significant difference between the number of pre-test and
post-test items answered by the Hyper-casual, Adventure, and
control group
Table 7: Test of between-subjects effect
Table 8: Post hoc tests (Pairwise comparisons)

Adventure
Problem 3: Is there a significant difference between the two games in
terms of entertainment and immersion value?

Table 10: Multivariate Tests


RESULTS
NULL HYPOTHESIS RESULT
The Hyper-casual and Adventure In Problem 1, it was shown that the
games has no entertainment value as Hyper-casual game has a mean
supported by the following variables. evaluation rating of 4.0 which is
a. Evaluation rating equivalent to good, and a confidence
b. Confidence rating rating of 3.1 which is also equivalent
to good. On the other hand, the
Adventure game has a mean
evaluation rating of 4.2 which is
equivalent to good, and a confidence
rating of 3.7 which is also equivalent
to good.
NULL HYPOTHESIS RESULT
The Hyper-casual and Adventure In Problem 2a, it was shown that the
games has no immersion value Hyper-casual group has a mean of
based on the following: 8.13 pre-test items answered, 26.67
for the post test, and 17.87 as the
a. Number of pre-test and post- difference between the two. Second,
test items answered the Adventure group has a mean of
7.80 pre-test items answered, 25.20
for the post-test, and 17 as the
difference between the two. Lastly,
the control group has a mean of 7.93
pre-test items answered, 14.87 for
the post test, and 6.87 as the
difference between the two.
NULL HYPOTHESIS RESULT
b. Significant difference between the In Problem 2b, it was shown there is
number of pre-test and post-test a significant difference between three
items answered by the Hyper-casual, groups in terms of the difference
Adventure, and control group between the number of pre-test and
post-test items answered. It is also
shown in the post hoc test that there
was a significant difference between
the groups shooter and control
(p=1.000), and groups hyper-casual
and control (p=1.000).
NULL HYPOTHESIS RESULT
There is no significant difference In Problem 3, it was shown that at 5%
among the two games in terms of level of significance, with (1, 28)
entertainment value and immersion degrees of freedom, Pillai's trace of
value. .480 is less than the F value of 1.429.
The null hypothesis is accepted and
the alternative hypothesis is rejected.
Therefore, there is no significant
difference between the Type of Game
in terms of entertainment and
immersion values
CONCLUSIONS
Problem 1 shows that both the Hyper-casual and the
Adventure games got positive entertainment value based on
the ratings in the evaluation rating and confidence rating.
Therefore, the respondents that played the Hyper-casual
game or Adventure game were entertained because of the
game's entertainment factor
Problem 2 shows that there is a significant change between
the number of pre-test and pot-test items answered by the
respondents from the Hyper-casual game, Adventure game,
and the controlled group. Therefore, the respondents that
played the Hyper-casual game or Adventure game were more
immersed than the respondents who played no games.
Problem 3 shows that there is no significant difference
between the Hyper-casual and the Adventure game based on
the entertainment value and the immersion value. Therefore,
the Hyper-casual and Adventure game have a similar response
from the respondents; the entertainment value and
immersion value of the respondents do not vary between the
two games making the genre of the two games insignificant
RECOMMENDATIONS
Based on the conclusions, the following is hereby recommended
by the researchers:
1. To have professional game creators make the games.
2. To test the games in a greater number of respondents.
3. To give the respondents more time to play the game before
conducting surveys.
4. Further studies to immerse students in mathematics
through the use of mobile games
5. Further studies about the possible effects of using mobile
games to immerse students in mathematics.
AYOKO NA PUMASOK
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AYYAYAYAYAYAYAYAYAYAYAYAY

BASURA SI AARON

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