Group 1 Action Research
Group 1 Action Research
An Action Research
Presented to the Faculty
of the College of Education
Taguig City University
ALONA M. AMBAT
CLARISE S. CALIVO
LEA ANDREA T. GOJIT
ANGEL RENA M. LUEGA
JATER JAY I. SABUSAB
2021
APPROVAL SHEET
KINSAN S. SANCHEZ
Member
within the Taguig City University. The instrument that served as the data
gathering tool was adapted from a similar existing instrument and was modified
Specifically, the study sought to answer the following questions: (1) What
is the respondents’ grades on the subject History of mathematics (2) What is the
Based on the findings of the study, what instructional material can be proposed?
Based on the findings of the study, the researcher found out that students
the use of color and layout design in the games are interesting for students.
Lastly, the researchers also concluded that the students want to have more
opportunities to learn using the game approach and expect such game-assisted
1. Introduction
2. Methodology
3.1 Conclusion
3.2 Recommendation
3.3 Output
References
Appendices
A. Output
B. Research Instrument
C. Letters
D. Curriculum Vitae
Introduction
mathematics education are required. One of the promising methods for students
now being driven by other factors, including the integration of digital technology
into education.
about their impact on students will naturally arise. Many studies and reviews of
existing research in this area have been conducted, mostly focused on the effect
of games on students’ performance compared with that of traditional classroom
instruction.
Theoretical Framework
David Kolb published his learning styles model in 1984 from which he
of learning and four separate learning styles. Much of Kolb’s theory is concerned
Kolb states that learning involves the acquisition of abstract concepts that
can be applied flexibly in a range of situations. In Kolb’s theory, the impetus for
four-stage learning cycle in which the learner 'touches all the bases':
1. Concrete Experience
Kolb’s learning process cycle begins with a concrete experience. This can
Kolb believed that the key to learning is involvement. It is not enough for learners
2. Reflective Observation
After engaging in the concrete experience, the learner steps back to reflect
on the task. This stage in the learning cycle allows the learner to ask questions
and discuss the experience with others. Communication at this stage is vital, as it
allows the learner to identify any discrepancies between their understanding and
the experience itself. Good vocabulary also allows a solid review of the events
that occurred.
3. Abstract Conceptualization
The next step in the learning cycle is to make sense of these events. The
knowledge, using ideas with which they are familiar or discussing possible
theories with peers. The learner moves from reflective observation to abstract
the events that occurred. This involves interpreting the experience and making
be “new”; learners can analyze new information and modify their conclusions on
4. Active Experimentation
This stage in the cycle is the testing stage. Learners return to participating
in a task, this time with the goal of applying their conclusions to new experiences.
They are able to make predictions, analyze tasks, and make plans for the
acquired knowledge in the future. By allowing learners to put their knowledge into
practice and showing how it is relevant to their lives, you are ensuring that the
stage in the cycle. However, the cycle should then be completed in entirety to
ensure that effective learning has taken place. Each stage is dependent on the
individuals may prefer some components over others. While one may depend
heavily on concrete and reflective experiences, they may choose to spend less
Conceptual Framework
students in the subject History of Mathematics. And for the Proposed Action, The
Research Problems
(A.Y. 2019-2020)?
proposed?
Hypothesis
study covered three factors on (1) Students’ Motivation, (2) Students’ Attitudes,
(3) Students’ Cognitive Development, (4) Game Interface, and (5) Students’
Expectation.
This action research will be limited to Third year BSE Mathematics
Research Design
approach, a research survey will be used. The design was meant to know The
survey questionnaire.
Sampling
population since the group with the specific set of traits of interest is generally
very small. By total enumeration, all members of the whole population are
measured.
Respondents
Gender
Male 10 30.30%
Female 23 69.70%
Total 33 100%
Statistical Treatment
In the current study, student information data from Third year BSE
𝑁Σ𝑥𝑦−(Σ𝑥)(𝑦)
𝑟= 2 2 2 2
[𝑛Σ𝑥 −(Σ𝑥) ][𝑛Σ𝑦 −(Σ𝑦) ]
Where:
Σ𝑥 = 𝑠𝑢𝑚 𝑜𝑓 𝑥 𝑠𝑐𝑜𝑟𝑒𝑠
Σ𝑦 = 𝑠𝑢𝑚 𝑜𝑓 𝑦 𝑠𝑐𝑜𝑟𝑒𝑠
2
Σ𝑥 = 𝑠𝑢𝑚 𝑜𝑓 𝑠𝑞𝑢𝑎𝑟𝑒𝑑 𝑥 𝑠𝑐𝑜𝑟𝑒𝑠
2
Σ𝑦 = 𝑠𝑢𝑚 𝑜𝑓 𝑠𝑞𝑢𝑎𝑟𝑒𝑑 𝑦 𝑠𝑐𝑜𝑟𝑒𝑠
Table 2
2.51-3.50 3 Agree
1.51-2.50 2 Disagree
In this chapter the results of the study are presented and discussed with
reference to the aim of the study, which was to determine the Relationship
Table 4
3.00 – 5.00 0 0%
Total 33 100%
grade bracket, six (6) or 18.18% belongs to 2.00-2.25, five (5) or 15.15% belongs
to 1.00-1.25, one (1) or 3.03% belongs to 2.50-2.75, and no respondent has a
grade of 3.00-5.00, which implies that most of the respondents fall to 1.50-1.75
grade bracket.
Table 5
Mean Interpretation
game-assisted activity
give me lots of
benefits.
questions in a way of
using games
compared to using
books or paper.
4. I am very interested in 0 0 12 21 3.64 Strongly Agree
makes the
mathematics subject
more interesting.
monotonous/boring.
using game-assisted
mathematics
education.
On the first question, the data reveal that the respondents Agree, with a
On the second question, the data reveal that the respondents Agree, with
a weighted mean of 3.30, that they prefer to answer questions in a way of using
On the third question, the data reveal that the respondents Strongly Agree,
with a weighted mean of 3.64, that they are very interested in using games for
On the fourth question, the data reveal that the respondents Agree, with a
weighted mean of 3.33, that they prefer to do exercises in games rather than
On the fifth question, the data reveal that the respondents Strongly Agree,
with a weighted mean of 3.67, that the usage of games makes the mathematics
On the sixth question, the data reveal that the respondents Agree, with a
monotonous/boring.
On the seventh question, the data reveal that the respondents Strongly
Agree, with a weighted mean of 3.70, that they are excited about using
The overall weighted mean of 3.50 shows that the respondents Agree that
Table 6
Mean Interpretation
myself.
sequence.
11. The content of the 0 0 22 11 3.33 Agree
games match my
subject syllabus.
it compared to when I
read it.
lesson increased
because of
game-assisted
education.
game-assisted
mathematics
education.
On the first question, the data disclose that the respondents Agree, with a
On the second question, the data disclose that the respondents Agree,
with a weighted mean of 3.03, that they can learn according to their own paced
and sequence.
On the third and fourth question, the data disclose that the respondents
Agree, with a weighted mean of both 3.33, that the content of the games match
their subject syllabus and that they remember things better when they play it
On the fifth and seventh question, the data disclose that the respondents
Agree, with a weighted mean of both 3.45, that when they were playing a game,
they tried their best to do well in the game and that their self-confidence was
Agree, with a weighted mean of 3.52, that their interest in the lesson increased
The overall weighted mean of 3.30 indicates that the respondents Agree
Table 7
Development
Mean Interpretation
instruction promotes
knowledge retention.
to think critically.
18. Solving the given 0 0 16 17 3.52 Strongly Agree
problems by using
games is very
interesting.
future.
of questions given is
an encouraging activity
when using
game-assisted
instruction.
challenge my
understanding of the
subject.
22. Games make it easier 0 0 16 17 3.52 Strongly Agree
to understand how
daily life.
Agree
On the first question, the data tell that the respondents Agree, with a
retention.
On the second question, the data tell that the respondents Strongly Agree,
with a weighted mean of 3.64, that these games help them to think critically.
On the third, fourth, and seventh question, the data tell that the
respondents Strongly Agree, with all three of them having a weighted mean of
3.52, that solving the given problems by using games is very interesting, it is
worth to try using games for learning in future, and the use of games make it
weighted mean of 3.39, that looking for the answer of questions given is an
On the sixth question, the data tell that the respondents Strongly Agree,
with a weighted mean of 3.55, that these games challenge their understanding of
the subject.
The overall weighted mean of 3.52 displays that the respondents Strongly
Table 8
Mean Interpretation
understand.
24. Navigations and 0 2 18 13 3.33 Agree
interactions in the
use.
are interesting.
game is functioning.
in using games as a
teaching tool.
curriculum content.
On the first question, the data disclose that the respondents Agree, with a
weighted mean of 3.30, that options available in the games are easy to
understand.
On the second and fourth question, the data disclose that the respondents
Agree, with a weighted mean of 3.33, that navigations and interactions in the
games are easy to use and that they just need a very short time to know how the
game is functioning.
On the third question, the data disclose that the respondents Agree, with a
weighted mean of 3.45, that the elements in the games are interesting.
On the fifth question, the data disclose that the respondents Strongly Agree, with
a weighted mean of 3.61, that the use of color or design layout in the games are
interesting.
On the sixth question, the data disclose that the respondents Agree, with a
weighted mean of 3.36, that low costs are involved in using games as a teaching
tool.
On the seventh question, the data disclose that the respondents Agree,
with a weighted mean of 3.39, that the games used cover the curriculum content.
The overall weighted mean of 3.40 illustrates that the respondents Agree
Table 9
Expectation
Mean Interpretation
opportunities to learn
approach.
learn compared to
traditional methods in
class.
32. I would like to learn all 0 0 22 11 3.33 Agree
my subjects using
educational games.
mathematics learning
motivation to learn.
type of game-assisted
learning.
game-assisted
materials to be used in
my future lessons.
On the first and seventh question, the data exhibit that the respondents
Strongly Agree, with a weighted mean of both 3.52, that they wish they have
more opportunities to learn using this game approach and that they’re expecting
On the second question, the data exhibit that the respondents Agree, with
a weighted mean of 3.24, that they prefer using games to learn compared to
On the third question, the data exhibit that the respondents Agree, with a
weighted mean of 3.33, that they would like to learn all their subjects using
educational games.
On the fourth question, the data exhibit that the respondents Agree, with a
weighted mean of 3.39, that they think game-assisted mathematics learning can
On the fifth question, the data exhibit that the respondents Agree, with a
weighted mean of 3.48, that they think playing a game could help them to learn.
On the sixth question, the data exhibit that the respondents Agree, with a
weighted mean of 3.45, that they’re eager to attend this type of game-assisted
learning.
The overall weighted mean of 3.42 illustrates that the respondents Agree
Table 10
Education
Correlations
Grades Students’
Motivation
Correlation
N 33 33
Students’ Pearson .139 1
Motivation Correlation
N 33 33
relationship between the variables is weak which implies that there is a very low
positive correlation.
Table 11
Education
Correlations
Grades Students’
Attitudes
Correlation
N 33 33
Attitudes Correlation
N 33 33
The value of R is 0.259. While technically there is a positive correlation
Table 12
Mathematics Education
Correlations
Students’
Cognitive
Grades Development
Correlation
N 33 33
Students’ Pearson .274 1
Cognitive Correlation
Development
Sig. (2-tailed) .123
N 33 33
Development, but a weak correlation between variants and implicit a low positive
correlation.
Table 13
Education
Correlations
Correlation
Sig. (2-tailed) .121
N 33 33
Interface Correlation
N 33 33
Education
Correlations
Students
Grades Expectation
Correlation
N 33 33
Expectation Correlation
N 33 33
The value of R is 0.290. In spite of the fact that there’s a positive
the relationship between the factor is weak, which infers that there is a low
positive correlation.
Conclusions
Based from the summary of the findings, the following conclusions were
drawn:
Grades
The grade bracket 1.50-1.75 got the highest frequency of twenty-one (21)
or 63.64% which implies that most of the respondents have grades ranging from
1.50-1.75.
Students’ Motivation
The item no. 8 got the highest weighted mean of 3.70 with a verbal
interpretation of strongly agree, which states that the students are excited about
Students’ Attitudes
The item no. 14 got the highest weighted mean of 3.52 with a verbal
interpretation of strongly agree, which specifies that the students are more
The item no. 17 got the highest weighted mean of 3.64 with a verbal
interpretation of strongly agree, which shows that these games help students
Game Interface
The item no. 27 got the highest weighted mean of 3.62 with a verbal
interpretation of strongly agree, which suggests that the use of color and layout
design in the games are interesting. Even though there is a positive correlation,
Students Expectation
The items no. 30 and 36 got the highest weighted mean of 3.52 with
verbal interpretation of Strongly Agree, which indicates that the students wish to
have more opportunities to learn using this game approach and expecting such
game-assisted materials to be used in their future lessons. In spite of the fact that
Students Expectation, the relationship between the factors is weak which infers
Recommendations
education with moderation. As the students learn, the students may exhibit
collaboration during the game and may also increase their interest to learn.
Students’ Attitudes
must create a positive learning space for the students, wherein the teacher must
model a positive encouraging attitude for students to believe in their own ability.
The teacher can also help their students to visualize a positive outcome from
times.
adapt the lessons based on what students already know. Students will feel
positive and be more engaged when new content is linked to what they already
know.
Game Interface
instruction on students for them to really understand what they need to do. Also,
Students Expectation
education most of the time so the students will be getting more interested to
Output
Clarise S. Calivo
Objectives:
Game Instructions: ● The students must be able to explain and apply
Times.
Mathematics.
14 - $ 1 MILLION 20 Points
13 - $ 500,000 19 Points
12 - $ 250,000 18 Points
11 - $ 100,000 17 Points
10 - $ 50,000 15 points
9 - $ 30,000 13 points
8 - $ 20,000 10 Points
7 - $ 10,000 8 Points
6 - $ 7,000 7 Points
5 - $ 5,000 6 Points
4 - $ 3,000 5 Points
3 - $ 2,000 4 Points
2 - $ 1,000 3 Points
1 - $ 500 2 Points
Questions:
Time Frame
Pre-Assessment
During Assessment
Post-Assessment
Coordinator Extension,
Planning & GAD
______________ ______________
Proponent Tolang
College Dean,
______________ CED
Gojit MAED
Proponent
______________
Angel Rena M.
Luega
Proponent
______________
Jater Jay I.
Sabusab
Proponent
References
Afari E., Aldridge J., Fraser B.J.,& Khine M.S. (2012). Students’ perceptions of
An, Y.J., & Cao, L. (2016). The Effects of Game Design Experience on Teachers’
Attitudes and Perceptions regarding the Use of Digital Games in the Classroom.
volume 11 Issue 2
Eke H.N., Omekwu,C.O.,& Odoh, J.N. (2014). The Use of Social Networking
Experiential Educator: The Educator Role Profile. Simulation & Gaming 2014,
sag.sagepub.com
user interaction,
DOI:10.4018/978-1-61520-781-7.ch002
Libradilla, H.B., Teves, K.L.Y., & Aldwin M. Teves (2015). Teaching Effectively
2015 Singapore
Oguz, A.K. (2012). A game scale to evaluate educational computer games.
34470, Turkey
And Students’ Learning Gains. The Turkish Online Journal of Design, Art and
1-7
Selvi, M.,& Cosan, A.O. (2018). The Effect of Using Educational Games in
6(9):2019-2028
Shah M,.& Foster, A.N (2015). Developing and assessing teachers' knowledge of
23(2):241-267
Tokac U., Novak E.,& Thompson G.T (2019). Effects of Game-Based Learning on
Assisted Learning,
Turgut, S. & Temur O.D. (2017).The Effect of Game-Assisted Mathematics
In gathering the data, the researchers used one main instrument. The
questionnaire was divided into six sections: Section A dealt with the students’
and 4- Strongly Agree. The respondents have to check the column that
questionnaire.
Mohd Yusoff, Hasiah Mohamed, and Azizah Jaafar (2014) but was modified to
Directions: Please read the statement or question below and provide the answer
_______
SECTION B-F – Please read each statement carefully and indicate your answer
Disagree
1 2 3 4
No. Questions 1 2 3 4
benefits.
the future.
7. It is not monotonous/boring.
Mathematics education.
No. Questions 1 2 3 4
sequence.
syllabus.
12. I remember things better when I play with it
No. Questions 1 2 3 4
retention.
very interesting.
subject.
No. Questions 1 2 3 4
understand.
easy to use.
game is functioning.
27. The use of color or design layout in the games are
interesting.
teaching tool.
No. Questions 1 2 3 4
game approach.
educational games.
learning.
Thank you for your support and cooperation. To God be the Glory!
To the evaluator: Please check the appropriate box for your ratings.
5 4 3 2 1
1. Clarity and Directions of Items.
The vocabulary level, language, /
structure, and conceptual level of
participants. The test directions and
the items are written in a clear and
understandable manner.
2. Presentation and Organization of
Items. /
The items are presented and
organized in logical manner.
3. Suitable of Items.
The item appropriately presented the
substance of the research. The /
questions are designed to determine
the skills that are supposed to be
measured.
4. Adequateness of the Content.
The number of the questions per /
area is a representative enough of all
the questions needed for the
research.
5. Attainment of Purpose.
The instrument fulfills the objectives /
needed for the research.
6. Objectives.
Each item question requires only one
specific answer or measures only /
one behavior, and no aspect of the
questionnaire suggests in the past of
the researcher.
7. Scale and Evaluation Rating. /
The scale adapted is appropriate for
the item.
Comments/ Suggestions
1. Please check your Theoretical Framework variables, use them as your
dependent variables.
2. The questionnaire will not result to the ‘effect’ which your objective/s
is/are looking for.
3. The effect can be best analyzed if you are going to design pretest and
posttest instead.
___________________________
Signature Over Printed Name
VALIDATION LETTER
Thank you for your support and cooperation. To God be the Glory!
To the evaluator: Please check the appropriate box for your ratings.
5 4 3 2 1
1. Clarity and Directions of Items.
The vocabulary level, language, /
structure, and conceptual level of
participants. The test directions and
the items are written in a clear and
understandable manner.
2. Presentation and Organization of /
Items.
The items are presented and
organized in logical manner.
3. Suitable of Items. /
The item appropriately presented the
substance of the research. The
questions are designed to determine
the skills that are supposed to be
measured.
4. Adequateness of the Content. /
The number of the questions per
area is a representative enough of all
the questions needed for the
research.
5. Attainment of Purpose. /
The instrument fulfills the objectives
needed for the research.
6. Objectives.
Each item question requires only one
specific answer or measures only /
one behavior, and no aspect of the
questionnaire suggests in the past of
the researcher.
7. Scale and Evaluation Rating. /
The scale adapted is appropriate for
the item.
Comments/ Suggestions
4. The respondents are Grade 7 students from the government school and I
assume that they are ones who experienced online learning for the first
time when they first step at junior high school. How they use the
game-assisted instructional material? Offline? What are their means in
playing such games?
5. Please incorporate all my comments and queries before you administer the
survey. Good Luck !
___________________________
Signature Over Printed Name
VALIDATION LETTER
Thank you for your support and cooperation. To God be the Glory!
To the evaluator: Please check the appropriate box for your ratings.
5 4 3 2 1
1. Clarity and Directions of Items. /
The vocabulary level, language,
structure, and conceptual level of
participants. The test directions and
the items are written in a clear and
understandable manner.
2. Presentation and Organization of /
Items.
The items are presented and
organized in logical manner.
3. Suitable of Items. /
The item appropriately presented the
substance of the research. The
questions are designed to determine
the skills that are supposed to be
measured.
4. Adequateness of the Content. /
The number of the questions per
area is a representative enough of all
the questions needed for the
research.
5. Attainment of Purpose. /
The instrument fulfills the objectives
needed for the research.
6. Objectives. /
Each item question requires only one
specific answer or measures only
one behavior, and no aspect of the
questionnaire suggests in the past of
the researcher.
7. Scale and Evaluation Rating. /
The scale adapted is appropriate for
the item.
Comments/ Suggestions
1. Rephrase your question 1 change the word perception to assessment.
2. Rephrase the SOP 3 to Is there significant relationship between the
assessment of respondents of game-assisted mathematics education
and students’ academic performance?
3. The indicators must be an action verb
___________________________
Signature Over Printed Name
Curriculum Vitae
BIRTHDATE: