Chapter 1-4
Chapter 1-4
Chapter 1-4
INTRODUCTION
most of the subjects. It involves using logical reasoning and abstract concepts
Enhanced Basic Education Act of 2013 (Republic Act No. 10533). Classroom
crucial role in the teaching and learning process. Teachers employ suitable
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Proba-Achieve, Proba-Reach, Proba-Engage, and Proba-Success. These
based on events and its learning competencies covered in the third grading of
The introduce approach in learning may give positive feedback for the
deep understanding of the learners about the lesson and develop their higher-
order problem solving tasks. Additionally, the research could benefit from
It has seen that gamification was helpful in the learning process and
environment.
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Statement of the Problem
Mathematics lesson.
events?
events?
lesson.
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Significance of the Study
teachers and students that more engaging and may greatly impact the
learning process in the classroom. This may help them make students more
point for a similar concept in other subject areas on how to craft the same
board games into different approaches and various learning contents. This
learners can improve their critical thinking and ability to recall the lesson.
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They will be the one who benefits in this study since it aims to enhance the
The data collected in this paper can contribute to the present and future
includes: (1) Illustrates events, union and intersection of events; (2) Illustrates
the probability of a union and intersection of events; (3) finds the probability of
union of two events; (4) Illustrates mutually exclusive events; and (5) Solves
Probability. The collection of data was done through test questionnaire that
includes the pre-test and post-test. The pre-test used to determine the prior
knowledge of the students about the topics in Statistics and Probability and
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the post-test were be used in gathering the scores of the students after the
Probability will not be catered by the study. This is solely intended to the total
Theoretical Framework
Theory cited by Kendra Cherry, MSEd (2022), The Flow Theory of Mihaly
and Richard Ryan, suggests that people are driven by a need to grow and
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learning and enjoyment at the same time. Learning in an interactive
knowledge in Mathematics.
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Self-Determination Theory (SDT)
GAMIFYING MATHEMATICAL
CONCEPTS: EFFECTIVENESS OF
PROBA-BARES BOARD GAMES
IN THE ACADEMIC
PERFORMANCE OF GRADE 10
STUDENTS
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Another theory is The Flow Theory of Mihaly cited by Sarah Steimer
especially when the activity involved risk and challenged their skills. Flow
emphasizes that when students are given the support they need while
learning something new, they stand a better chance of using that knowledge
reduction in the many choices a child might face, so that they become
across all sectors, for all ages and for all topics of learning. This study used
and experience independently and with the help of peers and teachers.
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Conceptual Framework
board games along events and the performance level of Grade 10 students in
Statistics and Probability after the use of Proba-BARES board games along
events.
lecture guide with the mechanics of the games, table of specifications, and
cover pre-test and ten hours lesson proper for the intervention of Proba-
Output. The output of the study identifies the difference between the
that when goal has been achieved, the different inputs have to reassess to
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GAMIFYING MATHEMATICAL CONCEPTS: EFFECTIVENESS OF
PROBA-BARES BOARD GAMES IN THE ACADEMIC
PERFORMANCE OF GRADE 10 STUDENTS
Feedback
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Definition of Terms
this study, it is essential to define key terms and terminology used within the
transmutation table using the average raw scores of the learner’s pre-test and
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Satisfactory. Refers to the students got grades ranges from 80-
concepts.
subject area.
chosen by the researchers and “BARES” comes from the term “bare” also
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Proba-Achieve. This is a puzzle game that challenges players
union of two events. Each group compete to win reach most correct
answers.
topic.
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CHAPTER II
METHODOLOGY
conduct of this study. It tackled the choice and selection of the research
design outlines how researchers will gather data to answer the questions. It
includes the type of study, how data will be collected, the sample size and
methods used for analysis. Data gathering procedure are the specific steps
and methods used to collect data for the study. This process is designed to
ensure that the data is accurate, reliable, and relevant to what is being
Research Design
students who are currently enrolled in school year 2023-2024. This research
aims to achieve the objectives for this study. The researchers used total
participate the study. In this study, only Grade 10 students were the
respondents as they represent the target sample for the research question.
The researchers integrated Proba-BARES board games under the third topic
in Statistics and Probability along Events and was conducted within 10 hours.
of events; (3) finds the probability of union of two events; (4) Illustrates
Once the participants have been identified, the study proceeded to the
next phase, which involves preparing and validating table of specification, test
measure the performance level of the respondents before and after the
administering the pre-test before the intervention of the game and the lesson
proper. After the lesson with the intervention of Proba-BARES board games,
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the post-test questionnaires were administered to the respondents. The final
This study ensured the validity of data acquire from Grade 10 students
the table of specification, researchers made test and lecture guide. Table of
that consist of pre-test and post-test. The lecture guide contains the topic and
the Proba-BARES board games that the researchers implemented during the
events. The test will be taken for 60 minutes or an hour by the respondents.
BARES board games to the Grade 10 students with the help of the Grade 10
adviser until the end of third grading period. Afterwards, the researchers gave
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the post-test to evaluate the outcome of Proba-BARES board games to the
the study. By this protocol, the study aims to collect reliable data that was
University of Agriculture-Sipocot.
competency of the topic cover of Events in Grade 10. The first game was the
corresponding point for each level. The second game was Proba-Achieved in
which the students are going to solve a set of puzzles containing questions
they need to answer depending on the level of difficulty. Third game was
Proba-Reach wherein the teams need to solve questions, and the goal is to
reach the highest points to win the game. Fourth is Proba-Engage, each
group of students were given the same set of questions they need to illustrate
the given probability correctly to gather points and be the winner. The last
game was Proba-Success in which the students were given a sheet of papers
message revealed at the very last by solving the questions on each letter.
Each game is played by the same group since the beginning until the last
game to see the progress of each group in the class. The overall champion of
the game was based on the overall points of the groups from the first game of
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This study is a pre-experimental design and used total enumeration
were based on the DepEd transmutation table DepEd Order no. 8, s, 2015
using the average raw score of the students during the pre-test and post-test
technique and mean were used to determine the overall performance of the
games. The paired T-test was utilized to determine the significance of the
Statistical Treatment
find the frequency and rate of the overall performance of Grade 10 students
before and after the intervention of Proba-BARES board games. Mean was
used to get the average of all the set of data from the scores of the students
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Paired t-test used to determine the significant difference between pre-
The paired t-test was an appropriate choice for this analysis because it allows
us to compare the same group students at two different times during pre-test
and post-test.
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CHAPTER III
according to the questions posted in the study. It composes of three parts; the
games along events and the significant difference between the results in the
before the utilization of Proba-BARES games along with Events. This was
based on the scores during the pre-test prepared by the researchers. It was
expectations with the average mean of 67.41%. It shows that 34 (100%) out
of 34 students do not meet expectations. This points out that all Grade 10
questionnaire.
The findings from Antonio and Tamban (2022) indicate that students
Events. The data was based on the scores of the respondents in the
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80-84 Satisfactory
85-89 Very satisfactory
90-100 Outstanding
The data present the result after utilization of Proba-BARES board game as
outstanding with 93.26% average weighted mean. The data provided that 5
(2021), Azucena et al. (2022), and Pentang (2021). This initiative proved to
the school can sustain. Findings related to those of Chans and Castro (2021)
levels of the respondents between the pre-test and post-test results and
compute using paired t-test. The table include the sample size (N), pre-test
scores, post-test scores, t-value, and decision regarding the hypothesis along
with interpretation.
the Grade 10 between the pre-test and post-test results. In the pre-test, the
mean score is 9.41, with a standard deviation of 3.28. However, in the post-
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Table 3. The significant difference between the results in the pre-test
and post-test of Grade 10 students
Grade 10 students, with the calculated t-value surpassing the critical t-value,
and highlights the potential for enhanced learning outcomes when such
comprehension.
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gamification as a more effective pedagogical method compared to
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CHAPTER IV
recommendations that have been formed based on the data presented in the
previous chapters.
SUMMARY
board games in teaching Probability along Events; and analyze the significant
difference on the performance level of the respondents before and after the
post-test questionnaire were used to gather the data from the respondents.
Percentage technique and mean were used to analyze and interpret the data.
In addition, paired t-test were used to find the significant difference between
Problem 1
data, the findings shows that the result of conducted pretest did not meet
expectations with the average mean of 67.41%. It shows that 34 (100%) out
Conclusion
From the findings, it can be inferred that the respondents failed in the
Recommendations
following:
struggling students.
2. For students, make sure to read and study advance about the next
Problem 2
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What is the performance level of Grade 10 students in Statistics and
Findings
Conclusion
Recommendation
performance.
discussion.
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Problem 3
Is there a significant difference between the performance level of
Grade 10 students in Statistics and Probability in the Events before and after
Findings
data, the findings shows that there is a significant difference between the pre-
test and post-test in which the calculated t value exceeded the critical value
Conclusion
Recommendations
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2. For the future researchers, it is recommended to conduct further
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