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Chapter I
INTRODUCTION
In today's rapidly evolving educational landscape, the need for students to develop
strong problem-solving and critical-thinking skills is more vital than ever before. Critical
thinking skills in mathematics are essential for every student. It has been a key factor in
distinguishing students simply doing the math from those who genuinely understand what
they are doing (Aini, et al., 2019). The problems that emerge in our daily lives are critical-
thinking skills and various skills enable individuals to overcome these kinds of issues.
However, traditional teaching methods often fail to engage students and provide them
with the necessary tools to fully engage and develop these vital skills. This means that
there is a pressing need to explore alternative approaches to foster these skills effectively.
testing, leaving minimal opportunities for creativity and hands-on learning. To meet the
needs of the next generation, teachers and other educational stakeholders must be
adequately prepared (Musthafa, M. N. M., 2023). In the past, math education has focused
on teaching students the steps needed to find answers to mathematical problems, and it
is only after they have mastered the ability to manipulate numbers that they have been
introduced to real-life applications for these skills. Since the turn of the century, the shift
has been made to integrating conceptual and procedural knowledge. This shift towards
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General Santos City National High School was a Public High School located in the
City of General Santos. The institution provided a variety of curricula that had extra
subjects that they had to comply with and achieve. This research addressed the gap in
the current body of knowledge by specifically focusing on the role and effects of board
games as an educational tool for improving the critical-thinking skills of STE students in
Mathematics High School Education. Furthermore, the study also sought to empower
board games as a supplement to the current educational dilemma in the country since
the Philippines ranked 5th lowest among the 81 participating countries in the 2022
Programme for International Student Assessment or PISA. Thus, to link critical thinking
skills to the content, the instructional focus should have been on the process of learning.
Moreover, the study aimed to delve into the strategies, methods of implementation, and
educational advantages associated with integrating board games into S.T.E curricula,
ultimately shedding light on their transformative potential within the educational sphere.
The study aimed to unravel the power of board games on the critical-thinking skills
of STE Junior High School students of General Santos City National High School during
1. What is the level of critical-thinking skills of the students before and after the
study?
2. Is there a significant difference in the pretest mean scores of the students who
are exposed to board games and who are exposed to the conventional method?
3. Is there a significant difference in the posttest mean scores of the students who
are exposed to board games and who are exposed to the conventional method?
4. Is there a significant difference between the pretest mean scores and posttest
5. Is there a significant difference between the pretest mean scores and posttest
6. Is there a significant difference in the mean gain scores of the students who are
exposed to board games and students who are exposed to the conventional method?
7. What are the teachers’ and students’ perspectives about the utilization of board
The research sought to explore how board games influence critical-thinking skills
development among Grade 9 STE students of General Santos City National High School.
board games into the curriculum may have aligned with educational goals and outcomes,
teachers, as it could foster lively and engaging learning spaces. Additionally, it might have
preferences.
could have positively impacted the board game industry by creating a higher demand for
top-notch educational games and advancements that could have benefited both
Students. Improved problem-solving and critical thinking skills were crucial for
academic success, standardized testing, and future career prospects, so playing board
games could be very beneficial. Not only did they make learning more enjoyable, but they
critical thinking skills among high school students. It prompted an imperative need for
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This research study aimed to unravel how board games could aid in developing
the critical-thinking skills of STE Junior High School Students attending in General Santos
The study's time frame was restricted to the academic year 2023-2024, and any
long-term effects of board game interventions beyond this period were outside the scope
of the study. Additionally, the study exclusively involved the STE Junior High School
Students at the specified institution, which may have limited the applicability of the results
including budget limitations and the availability of educational resources, may have also
influenced the study's outcomes. Despite these limitations, this research aimed to provide
valuable insights into the potential benefits of using board games as educational tools to
enhance problem-solving and critical-thinking skills among high school students. Data
was collected by conducting pre and post assessments on the experimental and control
Chapter II
In this chapter, the legal basis, review of related literature, and related studies
selected by the researchers that were particularly beneficial throughout the research were
presented.
Legal Basis
DepEd Order No. 32, s. 2015, issued by the Department of Education, aimed to
establish tailored and culturally relevant learning materials for schools. The order outlined
criteria for Philippine elementary and secondary schools to guide the development and
the teaching and learning process. Recognizing that student engagement was vital for
effective learning, educators emphasized the benefits of utilizing board games. These
games not only provided an enjoyable and interactive learning experience but also
supported students in enhancing academic skills while fostering essential social and
teamwork abilities. The Mathematical Board Game, adapted in this study, was designed
Related Literatures
This part of the study discussed various literature related to the research. The
following were collected literary works that supported the researchers' further knowledge
of the study.
Board Games
activities that introduce concepts incrementally and guide users toward a final objective.
Traditional gaming features like competition, points, incentives, and feedback loops are
incorporated to make the learning experience engaging (Dinscore, A., & Pho, A., 2013).
Teachers skillfully craft modules or lessons that foster interaction and competition,
thereby engaging learners in a fun and effective learning experience. The range of game-
based instruction is vast, from traditional paper and pencil games like word searches to
(Saltise, 2023).
making choices and facing the consequences of their actions. By making well-informed
decisions, students can progress positively within the game. Focusing on advancing
within the game encourages students to be actively engaged in their learning rather than
fun and effective way to encourage critical thinking, group work, and engagement with
class material (Prep, R., 2022). This approach to education taps into motivational
psychology, enabling students to interact with study materials dynamically and playfully
(Dinscore, A., & Pho, A., 2013). Hence, incorporating game-based learning in classrooms
can lead to improved academic performance and a more enjoyable learning experience
for students.
Teachers who use game-based teaching suggest that some games are easier for
young children than others. For instance, games where children roll a dot die and cover
spaces on a grid board, are easier than those where they must move a marker along a
long and curved path. This indicates that there could be a sequence to introducing math
games that match children’s current understanding and development (Moomaw, 2015).
settings to motivate and engage students (Dinscore, A., & Pho, A., 2013). It is a proven
approach that provides a fun and effective way to encourage critical thinking, group work,
and engagement with class material (Prep, R., 2022). Implementing game-based learning
in the classroom can be a great way to foster a love of learning and make education more
Board games have been popular among children for years and are often played
by moving markers along a path. Some examples of well-known board games include
Monopoly, Snake and Ladders, and Ludo. These games are designed to simulate real-
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life situations and have been used to teach children basic facts and information (Maulana,
R. A., 2019).
featuring designated spaces and markings, with various pieces such as tokens, stones,
dice, or cards strategically employed throughout the play (Christensen, T., 2023). The
game format requires players to place, move, or remove pieces on a board marked with
a pattern. This type of game is generically referred to as a 'board game' (Nakao et al.,
2019).
Playing board games offers more than just entertainment, as many individuals find
it helps them connect with their past. Additionally, there are numerous benefits to board
game playing, such as improved brain function, goal-setting and patience skills, and
found that educational board games are a great way to help children learn while having
fun. However, young learners of today's generation have a small span of attention, and
students must learn how to think critically before they can apply the skill to content
scenarios necessary for problem-solving. In addition, Russo et al. (2021) pointed out that
despite the broad usage of gamified approach instructions today, prior research studies
have yet to focus on how and why these games are employed from a teacher's
perspective. Board games can effectively promote active learning, increase students'
motivation for learning, and even lead to positive behavior changes. However, the
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game primarily designed for this development (O'niell & Holmes, 2022).
Board games have a rich history that can be traced back to simple games played
with rocks and holes in the ground. One of the oldest board games, mancala, originated
in Africa and Asia around 5000 B.C. Despite its age, the game remains popular and
recognizable today. Over time, board games have evolved into more complex gameplay,
such as Five Tribes by Italian game designer Bruno Cathala, where players interact with
djinn, trade resources, and consult with elders as they maneuver tribes throughout the
Board games are much more than a game of strategy where pieces are moved on
a board. Instead, they offer a unique way of experiencing things that enhances gameplay
and makes specific content, problems, or materials more understandable, personal, and
Using board games for learning can be an effective way to engage learners in
social and meaningful activities. Free play, guided play, and active play can all contribute
to children's learning while enhancing their mental and physical abilities (Holmes, P., et
al., 2022). Teachers or parents can use guided play to encourage children to think more
deeply about their actions and absorb information at their own pace by asking open-
students' skills and abilities, specifically in modeling and numerical knowledge, and
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enhance mathematical creativity and competencies for adults (Fathurrohman, M., et al.,
2022). Board games can also help develop mathematical thinking and interpersonal
board games in the classroom. For example, playing games stimulates students' interest
and curiosity, leading to an increased time on task and improved overall performance.
Additionally, board games allow children to learn from their peers by analyzing their
strategies and tactics during gameplay, which the teacher can facilitate by asking critical
Research has shown that playing board games can enhance skills and attributes
mathematical discussion (Golding, L., et al., 2018). It can foster the development and
improvement of these skills, which are crucial for accessing higher employment levels.
While there is ample evidence to support the benefits of playing games for early learning,
there is a need to address this at higher levels of education. Incorporating board games
Critical-Thinking Skills
In the 21st century, the ability to think critically is essential due to the constantly
reasonable judgments. It is a crucial skill that students must possess. One way to assess
students' critical thinking skills is by evaluating their thought processes and providing
among all teachers involved in the learning process. With an appropriate learning
rationally and generate effective solutions. Critical thinking involves various skills,
interpersonal skills, critical thinking is considered the second most crucial life skill. This is
why students must develop critical thinking skills during their education, particularly in
mathematics. Teachers play a vital role in this process by helping students hone their
critical thinking abilities. Ultimately, developing critical thinking skills is regarded as the
evolving world where new knowledge is constantly being generated (Anjariyah, D., et al.,
2018).
thinking abilities, including logical, analytical, critical, and abstract reasoning, as well as
and corporations worldwide. Such an outlook is highly relevant to the role of mathematics
However, mathematics is uniquely suited to fostering rational, logical, and critical thinking
critical thinking skills in mathematics is closely linked with the ability to solve mathematical
problems, remarkably open-ended and contextual problems that require students to think
thinking and hone their problem-solving abilities (Firdaus, F., et al., 2015).
Developing critical thinking skills in mathematics requires the ability to think and
apply mathematical concepts to solve problems using logical reasoning and practical
problem-solving strategies. Educators have found that fostering critical thinking skills can
opportunities that engage students in the problem-solving process (Monrat, N., et al., nd).
Educators who impart critical thinking skills enable students to comprehend and
take control of their own learning experience. Students who put these critical thinking
abilities into practice approach their studies more thoughtfully and efficiently. They pose
more complex questions and actively participate in the learning process. The
development of critical thinking skills frequently extends far into their later years. The
acquisition of these skills contributes to both academic and career success. Through the
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application of these skills, students often broaden their horizons, improving their ability to
navigate important decisions in both their education and life journey (Murawski, L. M.,
2014).
essential. However, it can be a challenging endeavor for primary and secondary school
engaging learning environment that actively involves them. Achieving this objective
entails an improvement in the quality of education, utilizing effective teaching tools like
board games, and providing appropriate classroom guidance (Setyowati, R. N., et al.,
2018).
In today's educational system, teachers must align with students' interests and
teaching (Drigas & Pappas, 2015). By doing so, teachers can create a more engaging
and dynamic learning environment that promotes creativity and critical thinking. It also
helps to foster positive relationships between students and their educators, leading to
venture into potential teaching pedagogies that capture students' interest in being
the strategy provides engaging and purposeful experiences throughout the learning
process. It is also suggested that parents guide and help the students engage in
systematic instruction and persistent practice. However, existing barriers can impede
preconceptions, and time constraints that conspire to negate learning environments that
promote these skills (Snyder & Snyder, 2008). Hence, by actively engaging and guiding
board games in instruction, educators can encourage students to develop critical thinking
The primary focus of education revolves around nurturing the growth of students.
Teaching essential skills like Critical Thinking is vital to enable learners to think clearly
and make well-informed decisions. Unlike the conventional role of educators in the past,
instructing critical thinking necessitates a multifaceted and intricate set of technical and
classroom management skills. However, game-based learning has the potential to inspire
and motivate students, fostering innovation and active engagement in the learning
process while fostering the development of critical thinking skills. Consequently, teachers
must acquire advanced technical skills to effectively prepare, construct, design, and
thinking abilities, which are essential for their overall growth. These skills are particularly
Teachers have multiple avenues to nurture their students' critical thinking, and one
encouraged to inquire and ask questions. Another approach for students to enhance their
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additional strategy for students to bolster critical thinking is to embrace risk-taking, employ
the trial-and-error method, and proactively seek potential solutions (Muic, K., & Donohue,
V., 2019).
In its purest form, critical thinking is a mental process that involves adeptness in
logical and practical problem-solving. Actively engaging with different learning styles
thinking abilities and enhance their overall learning experience. However, learning styles
vary from person to person and are influenced by how individuals respond to their
specific learning style profoundly influences their development of critical thinking skills
education. Critical thinking is a cognitive process that entails purposeful, rational, and
goal-driven thinking, making it fall into a higher category of cognitive activity that demands
a specific set of mental abilities. In other words, learners are expected to concentrate.
Consequently, the learning style that has the greatest impact on the development of
critical thinking is one that affords students opportunities to concentrate on all their
Critical thinking is widely recognized as a crucial skill for students and those
completing higher education. Cultivating the critical thinking (CT) abilities of students
holds a prominent place as a vital educational goal because these skills underpin effective
specific learning styles, like self-explanation, play a significant role in facilitating learning
and the transfer of key components of critical thinking skills. This encompasses areas
such as developing persuasive arguments and making intricate judgments, adding to the
richness of students' intellectual and practical skill sets (Van Peppen, L. M., et al., 2018).
Collaborative learning exercises, such as the incorporation of board games into teaching,
offer versatile options that can be applied in both classroom and practical environments.
consistently shown that active learning yields favorable results in terms of student
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learning and academic performance. In essence, active learning strategies are designed
thinking, effective problem solving, and informed decision making. By placing students at
the core of the learning environment, they can further enhance their capacities in critical
students in the instructional process creates fertile ground for the cultivation of higher-
level thinking skills, problem-solving acumen, creative thinking, and profound learning
students as active participants in their learning during class. It goes beyond passive
activities like reading, listening, and note-taking, allowing students to connect more
deeply with the course content and fostering the development of advanced cognitive skills
like critical thinking and problem-solving. Active learning often includes collaborative
interactions among students, and the level of engagement can vary. However, it's crucial
active learning. Consequently, it may not be uniform and can differ from one individual to
another, particularly among students. Hence, it's essential to appreciate that engagement
may manifest differently for various students or student groups (Foster, S., 2022).
Research argues that the primary aim of education is to teach students how to solve
problems and think critically. This concept fosters a more positive and inclusive learning
extracurricular activities while ensuring that each student feels valued. Increased student
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various skills, such as improved critical thinking and problem-solving abilities. Learning
goes beyond the mere acquisition of knowledge; it involves developing resilience and
setbacks as integral aspects of the growth process (Mahadeo, J.D. & Nepal, R., 2023).
grasp their educational content, representing a skill that requires deliberate instruction
and mastery. While critical thinking is often linked to problem-solving, it's worth noting that
there is a close connection between these two concepts. Critical thinking encompasses
a range of skills crucial for analyzing and assessing a body of knowledge. Creating a
among students. In this context, the use of logical-mathematical games, such as board
games, has the potential to enhance students' capacity for critical thinking, particularly
when coupled with teacher guidance and feedback (Taja-On, E.P., 2019).
Related Studies
This study got its roots and inspiration from the previous studies and authors that
Foreign Studies
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Barekat (2023) presented the data that educational games, specifically board
games, increase the learning rate of students and increase their interest in learning. The
research revealed that students exposed to game-based instruction found the content
engaging and attractive, whereas those taught using traditional methods rated the content
attractiveness option, while 10 chose high and medium options. In contrast, in the control
group of 30 students, 20 selected medium, low, or very low options, indicating a lack of
interest in the content. The study also found out that 24 out of 30 students in the
experimental group chose very high and high options, while 23 out of 30 students in the
control group have chosen medium, low, and very low options which shows that the
students in the control group are not satisfied with their learning level. The results
underscore the positive impact of educational board games on students' learning rates
and their interest in the subject. Additionally, student feedback from questionnaires
indicated that board games make learning more appealing, boost their self-confidence,
and stimulate their curiosity to explore the subject further. Furthermore, the research data
supports the claim that the use of board games enhances students' learning experiences.
Board games can also influence the Mathematical spatial abilities of Grade 9
students in a certain junior high school in Southern Taiwan. Spatial ability is the ability to
identify, observe, analyze, compare images or graphics of objects, as well as the ability
to critically think using abstract reasoning. Their findings indicated that board game-based
teaching has several positive outcomes: (1) it enhances students' proficiency in spatial
ability; (2) boosts students' interest in learning spatial ability; (3) improves spatial
perception, identification, rotation, and the overall mathematical spatial ability score of the
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experimental group. According to the results of feedback related to learning spatial ability
through board games and a satisfaction questionnaire specific to spatial ability board
games, it is evident that these games can enhance mathematical spatial ability,
performance, interest, and learning effectiveness. The research analysis showed that,
following the spatial ability-focused board game course, the posttest scores of spatial
ability for students in the experimental group were significantly higher than their pretest
The results of the study done by Udeh, et al. (2019), showed that students who
underwent algebraic concepts using algebraic board games had higher mean interest
scores than those taught with the conventional chalk-talk approach. The findings
indicated that utilizing board games as an instructional method increases the interest in
learning for both male and female students, although this increase was more pronounced
among male students. Specifically, male students had an average interest score of 68.47
with a standard deviation of 9.56, while female students had an average interest score of
62.49 with a standard deviation of 6.82. Additionally, the study revealed that algebraic
board games outperformed the traditional chalk-talk teaching method for both male and
female students. Furthermore, the research demonstrated that the difference in the
average achievement scores between students taught algebra using algebraic board
games and those taught through the conventional chalk-talk method was statistically
Wongkia, W., et al. (2020) affirmed that educational board games (Setarea Board
Games) and active learning activities could be used to promote meaningful learning in
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the concept of set theory. They found out that in every grade level, the average scores
on the posttest were significantly higher than those on the pretest for both the BG and AL
groups. The data indicated that the differences in mean scores between the pretest and
Test scores of the students. The interviews revealed that most of the participants were
capable of solving the assigned tasks and explaining which aspects of the game enabled
them to solve these tasks. However, some students even depicted human cards on
students could devise the cardinality formula to address the related problems. This
suggests that learning had taken place, and students could apply their experiences and
Assapun and Thummaphan (2023) conducted a study which showed that the
integration of serious board games into STEM education had a positive impact on
extent in terms of their skills, although it did not significantly affect their self-efficacy.
These findings align with Piaget's theory of intellectual development (1943) regarding
to learn through trial and error.The research demonstrated that students' problem-solving
behavior and skill scores improved following their participation in game-based instruction,
while changes in self-efficacy were mixed. Students reported highly engaging and positive
learning experiences. Therefore, the incorporation of board games into teaching can be
practically employed across various serious games and applied in different classroom
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settings. This approach suggests that teachers should consider implementing this model
A study conducted by Suputra et. al. (2019) highlighted that the Snake and Ladder-
based learning enhances math enthusiasm in class by making the learning techniques
enjoyable, preventing students from boredom during the lessons. The study pointed out,
with the respondents of the study from the Kancana Elementary School in Indonesia, that
Elementary School. Based on the results of this study that has been described, it can be
concluded that the snake and ladder media can improve the student learning outcomes
in mathematics learning in the fifth grade of elementary school. Moreover, the study
stated that the incorporation of the Snake and Ladder board game in instruction offers not
just improved math learning outcomes. It claimed that the board game (snake and ladder)
has advantages that must be considered such as: students learn while playing, students
do not learn by themselves, but must group, it facilitate students to learn because it is
assisted with images in the game snake and ladders, and it does not require expensive
study conducted by Türkoğlu (2019). He pointed out that board games can improve
effectiveness, their number sense, and numerical achievement. The study examined the
influence of the ‘Board Game Based Cognitive Training Programme (BGBCTP) on the
cognitive development of the second and third graders among primary schools. This
program is centered on educational board games for these grades, which aim and prove
24
that it enhances the cognitive skills of the children. Moreover, it also unveiled the
Local Studies
Viray (2016) in their study entitled Engaging Students through Board Games:
effectiveness of involving students in board games and its effect on their academic
performance. The study emphasized that the experimental group, which was exposed to
scores. Moreover, it is also evident in the findings that there is a significant discrepancy
between the academic performance of the control and experimental group. The study
can lead to higher proficiency in mathematics. The data indicates that chess serves as a
valuable and potent tool for enhancing students' mathematical abilities. The research
underscored the significant benefits of incorporating board games like chess into
instruction and educational curricula. These games can greatly aid in the development of
students' problem-solving and critical thinking skills. The study revealed that the
categorizing it as above average. This suggests that, while the students may not be
considered outstanding or excellent in mathematics, they perform better than their peers.
25
Furthermore, the study revealed that the respondents attributed the development of their
critical thinking and problem-solving skills to their years of playing chess. Hence, the use
skills.
A separate investigation conducted by Rondina & Roble (2019) delved into the
scores. The study unveiled that mathematical game-based design activities like "A Line
engage students, stimulate their interest, and nurture their critical thinking and problem-
solving abilities during the learning process. Notably, since this study solely focused on
two traditional offline mathematics game-based design activities, teachers might also
explore digitally-based games that integrate adventure, simulation, and strategy, offering
students animations, and further assess the influence of these strategies on students'
The results of the study conducted by Malicoban et. al. (2021) which primarily
aimed to develop a STEM board game called "Electriciladders" for Grade 8 students
under the K-12 Curriculum revealed that the board game effectively conveyed the
concepts of electricity in physics. The study emphasized that the board game
Electriciladders has the potential to serve as a valuable tool for enhancing STEM learning,
26
enabling students to enhance their critical thinking and problem-solving abilities, memory
(to recall ideas), and decision-making skills, all of which are essential for the development
of mathematical proficiency.
mastering the skills in fraction as performed by the students with learning disabilities. His
study disclosed that students with learning disabilities were able to achieve a satisfactory
level of competence in basic fraction operations and problem-solving when board games
were integrated into their learning process. The result of incorporating board games into
and communication. Additionally, the inclusion of board games in the school curriculum
resulted in higher Math [and Science] test scores and enhanced performance on
standardized tests. The study demonstrated that respondents were able to increase their
mean percentage score to 35.43% after relearning fraction concepts using board games.
These results suggest that board games serve as valuable tools in facilitating the
Conceptual Framework
The study aimed to unravel the power of board games on the critical-thinking skills
of Grade 9 STE students at General Santos City National High School. The conceptual
Theoretical Framework
This quasi-experimental study was based on two theories: the experiential and
knowledge resulted from the transformation of one’s experience. In this study, board
required them to analyze problems, make decisions based on strategy, and reflect upon
accordance with Piaget’s and Vygotsky’s constructivist ideas, this study stressed the
This research study examined how board games supported experiential learning
theory (ELT) and constructivist principles, thus providing useful insights into effective
teaching.
Hypotheses
2. Ho: There is no significant difference in the pretest mean scores of the students
who are exposed to board games and who are exposed to the conventional
method.
3. Ho: There is no significant difference in the posttest mean scores of the students
who are exposed to board games and who are exposed to the conventional
method.
4. Ho: There is no significant difference between the pretest mean scores and
5. Ho: There is no significant difference between the pretest mean scores and
posttest mean scores of students who are exposed to the conventional method.
6. Ho: There is no significant difference in the mean gain scores of the students
who are exposed to board games and students who are exposed to the
conventional method.
Definition of Terms
For a clearer understanding of this study, the following terms were defined
participating on a board featuring designated spaces and markings, with various pieces
such as tokens, stones, dice, or cards strategically employed throughout the play
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designated spaces and markings, with various pieces such as tokens, stones, dice, or
methods and curriculum to suit individual students’ needs. (Azizan, F. L. et al., 2017).
Operationally, it will be used in the study as the pretest for both the control and
experimental groups.
techniques usually only found in games to promote and improve practice, learning, and
assessment. It is the meeting point of game elements and the learning environment
learning objectives. It involves designing activities that introduce concepts and guide
users toward a final objective. It incorporates traditional gaming features and encourages
mean values of two distinct groups (StatisticsHowTo, n.d.). Operationally, it will be used
in the study to determine if there is a significant difference in the pretest mean scores of
the students who are exposed to board games as an educational tool for improving
an assessment and derived from the summed up individual student scores and dividing
Operationally, it will be used in the study to represent the average score of the control
the knowledge and skills taught in the course. (Center for Innovation in Teaching &
Learning, n.d.). Operationally, it will be used in the study as the posttest for both the
Chapter III
METHODOLOGY
This chapter presented the methods that the researchers used and the justification
for the use of these methods. This section includes the research design, research locale,
Research Design
The researchers used the quasi-experimental pretest and posttest control group
design with nonequivalent groups to determine the effect of board games in improving
the critical-thinking skills of Grade 9 STE students of General Santos City National High
School. There are two (2) groups involved in this study. The figure below served as a
where:
The study used the pretest-posttest control group design. This approach entails
the random assignment of participants from a common population into two distinct groups:
the experimental (G1) and the control groups (G2). Both groups underwent initial
observations or pretests (Q1 & Q3). For the experimental group, an intervention was
employed during the process while the control group, conventional instruction, was
employed, followed by posttests (Q2 & Q4) which assessed and compared the resulting
differences.
Research Locale
The study was conducted at General Santos City National High School, located at
J. P. Rizal Street, Purok Maliwanag, Barangay Calumpang, General Santos City, South
Cotabato. A partner school of Mindanao State University - General Santos and one of the
premiere institutions in the City providing a variety of programs which primarily aims to
General Santos City National High School was one of the city’s premiere
instruction. The researchers chose this school as the locale of their study due to its
reputation for academic excellence and its diverse student population, which provided
valuable insights for their research. The institution provided a variety of curricula, such
Science, Technology, and Engineering Program (STE), which catered the different
interests and talents of its students. This diverse range of curricula allowed the students
to explore their passions and develop their skills in various fields, contributing to the
The image below showed the location of the school where the researchers
The subjects of this study consisted of enrolled students from two sections, namely
Grade 9 - Banzon and Grade 9 - Sylianco students from the Science Technology and
Engineering Program of General Santos City National High School. The study was
composed of thirty (30) students from Grade 9 - Banzon and thirty (30) students from
Grade 9 - Sylianco. An Experimental Group and a Control Group were randomly selected
The study utilized quota sampling to identify the groups and respondents. The
sampling was conducted as follows: first, the researchers purposively selected two
sections and then randomly selected the experimental group and the control group;
second, the researchers randomly selected thirty (30) students from each class; third, the
control group was exposed to the conventional method of learning while the experimental
9 Experimental 30 30
Control 32 30
TOTAL 62 30
students. The respondents of the study were sixty (60) out of sixty-two (62) students from
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Grade 9 - Banzon and Grade 9 - Sylianco. Thirty (30) of these were for the control group
and the other thirty (30) were for the experimental group.
Research Instrument
The study used two (2) instruments namely the pretest and posttest by using the
California Critical Thinking Skills Test Scale (CCTSTS) to primarily measure the critical-
Session Plan (Lesson Plan). The lesson plans served as a guide for the teacher,
outlining the process to introduce each topic to the class and how to handle it. This
session plan were used in the conventional instruction. In this study, the researchers
adopted a session plan based on the K-12 Curriculum guide, the topic is Laws of Sine
and Cosine. This session plan explains the manipulatives used and the activities that
went along with them. The control group received training using the traditional technique,
while the experimental group received instruction along with an intervention. The control
group was subjected to the conventional method of instruction while the experimental
group was subjected to instruction with intervention, Board Games (see Appendix G).
Proficiency Test. The study used a pre and posttest and adapted the California
Critical Thinking Skills Test Scale (CCTSTS). Using the Table of Specification (TOS) and
the California Critical Thinking Skills Test Scale (CCTSTS) for posttest (Proficiency Test),
the test was constructed which consisted of twenty (20) items. The test was an open-
ended type of test. The questionnaire was made by the researchers and was validated
37
by the faculty of Mindanao State University - General Santos City Campus. The session
plans were made parallel to the questionnaire. Also, the activities of the control group
were designed according to the original lesson plan provided by the Department of
Education while the activities that require cognitive improvement for the experimental
The following scale was composed of five subscales from California Critical
Thinking Skills Test Manual. This was adapted and utilized to describe the critical thinking
skills according to the students’ score range in a 20- item test in Trigonometry (see
Table 2. The California Critical Thinking Skills Test Scale (20-point version)
Malaysia Education. This scale was used to describe the level of students’ critical
Before conducting the study, the researchers inquired permission through a letter
request from the principal of General Santos City High School to gather the needed data.
Two sections from the Grade 9 STE students were used in the study; one section
for the experimental group and another section for the control group. The researchers
maintained the sectioning of the students at the start of the school year 2023-2024, which
After the letter was given, the following procedures were taken:
First, a pretest was administered before the lesson proper by the cooperating
teachers, both for the experimental group and the control group.
Second, the chosen topic allocated to the fourth grading period was discussed with
the specific lesson plans, using board games as the teaching intervention for the
experimental group and conventional methods for the control group. The board games
were utilized after the discussion/ lesson. However, the control group was subjected to
the original activity which was by solving a set of problems related to Trigonometry.
Third, after the completion of the topics, the posttest was administered.
Additionally, an e-survey form was administered to the coordinating teacher and randomly
selected students to unravel their perspective and observations from the integration of
board games during instruction. The data analysis was done after the data gathering
procedure.
40
This group, which consisted of randomly selected thirty (30) respondents from the
two (2) Grade 9 STE sections, was instructed to utilize a specific board game as a tool to
improve their critical thinking skills in the fundamental concepts of Trigonometry. The
pedagogical strategy adopted for this experimental group were centered around student
involvement. First, the participants of the experimental group were given a pretest
(Diagnostic Test) that was crafted by the researcher based on the lesson plan, prior to
41
instruction. Second, the teacher taught them the concepts and mechanics of the game.
Third, the posttest was administered (Proficiency Test) to determine if there were
The control group consisted of randomly selected thirty (30) respondents from the
two (2) Grade 9 STE sections. They were taught according to the curriculum guide and
the original lesson plan provided by the Department of Education with no interventions
integrated in instruction. The teaching methods that were used for this group were half
teacher-centered and half student-centered. First, the participants of the control group
were given a similar diagnostic test with the experimental group. Then, the teacher taught
them the concepts of Trigonometry with the use of conventional learning materials such
as books and PowerPoint presentations. Lastly, the control group was assessed through
their pretest and posttest mean scores under the conventional method of learning.
Ethical Considerations
Ethical considerations were important for the researcher; they must protect and
respect the legal rights of the respondents. For this study, the researchers ensured that
the instruments of the study do not contain any offensive language and do not invade
their privacy, that the researchers do not hurt their feelings, and that all information
The researchers obtained permission to conduct the study from the relevant
authorities and respect the informant's rights to confidentiality, anonymity, privacy, and
guaranteed that the information they provided were kept with the utmost confidentiality.
Moreover, the respondents’ contribution was completely voluntary, and they may
withdraw from participating at any time. Lastly, the researchers ensured that each
participant received a consent letter explaining some of the key elements of this study
Statistical Analysis
The results of this study were measured by means of the following statistical tools:
the first subproblem (SOP 1) utilized a weighted mean and the California Critical Thinking
Skills Test Scale (CCTSTS) in order to determine the critical-thinking skills score of
students before (pretest) and after (posttest). The subsequent sub-problems (SOP2 -
SOP6) used a weighted mean and a t-test for means to determine the significant
difference between the experimental (use of board games) and the control group
forms) to know the perspectives of the attending teachers and students particularly in the
experimental group before and after instruction. The results were analyzed to determine
The current chapter presents a meticulous and rigorous analysis and interpretation of the
data collected, resulting in a robust and insightful answer to the research questions.
Table 4
Level of Critical-Thinking Skills of the Students Before and After the Study (per
score-range)
f % f % f % f %
critical-thinking skill levels before and after the study. In the control group's pretest, the
mean score was 8.97, reflecting a moderate level of critical thinking prior to the treatment.
After the treatment, the posttest mean score increased to 11.90, indicating a strong level
44
of critical thinking. Similarly, in the experimental group, the pretest mean score was also
8.97, signifying a moderate level. However, after the treatment, the posttest mean rose
These findings align with existing research, which highlights interactive and
et al. (2020) found that incorporating active learning strategies, such as board games,
significantly improved students' critical thinking. The high mean scores in both the control
and experimental groups suggest that board games may have been more effective than
conventional teaching methods in fostering these skills. This supports the work of Jääskä
and Aaltonen (2022), who showed that game-based learning environments promote
higher-order thinking and problem-solving. The data suggests that integrating board
games into the curriculum can potentially enhance students' critical thinking.
Difference in the Pretest Mean Scores of the Control Group and Experimental
Group
Table 5. The difference in the pretest mean scores of the students who are exposed to
games as an intervention and those taught by the conventional teaching method. Mean
45
pretest scores showed that before the exposure, the experimental group and the control
group had the same score of 8.97, which proved that the level of critical thinking skills for
both groups is just about the same. Here, the T-value is .000 and the p-value is 1.000,
which means that there is no statistically significant difference between the two groups'
mean scores in the pretest. Therefore, the null hypothesis Ho—that the groups have no
These findings are in line with the literature on baseline equivalence assessment
in educational research. To this regard, Yeager et al. (2019) pointed out that to be sure
about the real effect, an educational intervention should establish that the groups are
scores sets up that subsequent differences in posttest scores can, with greater
critical-thinking skills. This base equivalence thus underscores the validity of the design
of the study and protects against the effects of board games on critical thinking being
Difference in the Posttest Mean Scores of the Control Group and Experimental
Group
Table 6. The difference in the posttest mean scores of the students who are exposed to
Table 6 compares the posttest mean scores for the group exposed to board games
and that exposed to traditional teaching approaches. The mean score for the control
experimental group with a slightly higher mean score of 12:37. The t-value is -.675, with
the p-value of .502. This means that the difference between the posttest mean scores of
the two groups is not significant. Hence, one cannot reject Ho, which states that the mean
These results suggest that although the control group scored higher on average,
it was not significant enough to conclude that board games had better causality than
previous research conducted by Alotaibi (2024), in which it was reported that although
active learning strategies can enhance critical thinking skills, of which game-based
learning is a part, their magnitude of effects can vary owing to uncontrollable factors; for
instance, the fidelity with which the interventions are implemented, the nature of the board
games used, and the degree to which students are engaged by them. The fact that there
were no significant differences in posttest scores may further underline the very fact that
educational interventions are complex and hence board games, much like conventional
methods, can be useful in improving critical thinking. Therefore, the long-term effects and
Difference in the Pretest Mean Scores and Posttest Mean Scores of the Control
Group
Table 7. The difference between the pretest mean scores and posttest mean scores
Post-test 11.90
traditional teaching methods in the control group is presented in table 7. The mean has
moved from 8.97 to 11.90. The T value of -5.064 with the p-value of .000 shows that the
difference is statistically significant. The result, therefore, is the rejection of the null
hypothesis that states there is no difference between the pretest and posttest mean
scores. This result shows conventional teaching methods significantly improved the
These findings support the literature that argued traditional instructional methods
are effective techniques in enhancing students' skills in critical thinking. In her study,
problem-solving exercises, can enhance critical thinking skills when used correctly. The
large effect size in this study means that, in the absence of board game use, the traditional
Difference in the Pretest Mean Scores and Posttest Mean Scores of the
Experimental Group
Table 8. The difference between the pretest mean scores and posttest mean scores
Post-test 12.37
exposed to the board game as an educational intervention. The average mean scores
increased from 8.97 in the pretest to 12.37 in the posttest. The T-value of -4.910 with a
p-value of .000 indicates that this increase in difference is statistically significant. Thus,
the null hypothesis that states no difference between the pretest and posttest mean score
is rejected. This significant increase shows that, as a result of the intervention, board
game use substantially improved the critical thinking skills of students within the
experimental group.
learners' critical thinking skills through game-based learning. According to Buljan (2021),
terms of engaging in tasks and solving problems, trying their skills often in higher order
thinking required within the exercise of critical thinking. In addition, according to Jääskä
et al. (2022), educational games provide a dynamic and interactive context for learning
that makes abstract concepts more concrete in nature and deepen cognitive processing.
49
This massive improvement reflected in this research suggests that if employed for
critical-thinking skills, thereby reaffirming that innovation pedagogies have been identified
Comparison in the mean gain scores of the students who are exposed to board
Table 9. The difference in the mean gain scores of the students who are exposed
to board games and students who are exposed to the conventional method.
Table 9 compares the mean gain scores for students exposed to board games
with those exposed to conventional teaching approaches. The mean gain score of the
control group was 2.93, with the experimental group recording a slightly higher mean gain
score of 3.40. The T-value was -.517 with a p-value of .607 that indicated the difference
in the mean gain scores of the two groups was not statistically significant. Thereby, it
does not reject Ho, stating there is a difference between groups in these mean gain
scores.
These findings imply that as much as both instructional strategies enhanced critical
thinking among learners, the enhancement through board gaming was not significantly
50
supported by some literature indicating that effectiveness in education lies in the wide
variations depending on the specific context and the way in which interventions are
implemented. It is evident that the study by Nadeem et al. (2023), noticed that game-
based learning could be effective, though the impact will still remain a factor of the design
of the games incorporated in teaching, how it is integrated into the curriculum, and student
levels of engagement. It may also point out that in this research study, there is no actual
gain-score difference; this may mean that these pertinent factors have to be taken into
consideration while implementing these new teaching innovations, and either board
games or the classical approach proves to be analytically rich tools in increasing one's
critical thinking.
51
(2) Solves ANALYSIS 15 8 27% Poor 12 40% Fair 8 27% Fair 12 40% Fair
problems INFERENCE 2 4 13% Very Poor 17 57% Fair 17 57% Fair 7 23% Poor
involving
oblique 17 13 43% Fair 20 67% Good 12 40% Fair 20 67% Good
triangles 9 18 60% Good 12 40% Fair 12 40% Fair 17 57% Fair
EVALUATION 3 8 27% Poor 26 87% Excelle 26 87% Excellen 21 70% Good
nt t
13 10 33% Poor 4 13% Very 4 13% Very 5 17% Very
Poor Poor Poor
INDUCTION 7 16 53% Fair 10 33% Poor 10 33% Poor 20 67% Good
19 14 47% Fair 18 60% Good 18 60% Good 22 73% Good
DEDUCTION 5 17 57% Fair 16 53% Fair 16 53% Fair 28 93% Excellen
t
11 12 40% Fair 17 57% Fair 17 57% Fair 23 77% Good
17.05 18.4
OVERALL MEAN 13.45 13.45
Legend: frequency > 27 – Excellent (80 - 100%) – Good (60 - 79%) – Fair (40 - 59%) – Poor (20 - 39%) –
Very Poor (19% and below)
Table 10 compares the students’ critical thinking levels from the two groups,
correct answers per item. The data indicates a positive trend in both learning
52
competencies for both the control and experimental groups. For the first competency, the
control group improved from a mean of 14.9 in the pretest to 18.9 in the posttest, while
the experimental group showed a rise from 12.9 to 19.3, suggesting the experimental
method may have a significant impact. In the second competency, the control group
increased from 12 to 15.2, whereas the experimental group improved from 14 to 17.5.
Collectively, both groups exhibit growth, but the experimental group’s posttest means
(18.4 overall) suggest that it may lead to greater ultimate learning outcomes compared to
The findings from Learning Competency 1 reveal that board games positively
impact high school students' critical thinking skills, particularly in Analysis and Inference.
The control group had a high pretest proficiency of 76% in Analysis (item 1), which
decreased to 73% posttest, while the experimental group significantly improved from 20%
to 67%. In Inference, both groups showed growth: the control group increased from 33%
to 67%, and the experimental group from 40% to 80%. The experimental group also
excelled in Analysis (item 20), rising from 70% to 87%, indicating that board games
enhance analytical skills. However, the control group's performance declined in Analysis
(item 6) and showed mixed results in Evaluation. The Induction subcomponent favored
the experimental group, particularly in items 4 and 12, while Deduction results were stable
across both groups. These findings suggest that incorporating board games into
education can enhance students' critical thinking skills, particularly in analysis and
inference.
critical thinking skills between the two groups across several subcomponents. Both
53
groups improved in Analysis (item 15), rising to 40% posttest, but the control group
excelled in Inference, increasing from 13% to 57% for item 2, while the experimental
group fell from 57% to 23%. In Evaluation, the control group scored significantly higher,
improving from 27% to 87% for item 3, whereas the experimental group declined from
87% to 70%. The experimental group did show improvement in Induction (item 7),
increasing from 33% to 67%, and excelled in Deduction (item 5), rising from 53% to 93%.
Additionally, while both groups made progress, the control group exhibited greater
Furthermore, the analysis of critical thinking skills across the two learning
item 10, where both groups exhibited little to no improvement (Control Group: 27% to
30%; Experimental Group: 30% to 30%). Similarly, in Evaluation in items such as 18,
while showing some improvement (Control Group: 27% to 57%; Experimental Group:
40% to 57%), still lags behind the progress made in other components. For Learning
Competency 2, targeted efforts are necessary to bolster Evaluation and Induction skills;
while the control group excelled in Evaluation, improving from 27% to 87%, the
experimental group's decline indicates a gap that needs addressing. Collectively, these
Critical Thinking ● Enhanced Critical- “The board game sessions have significantly
Thinking and enhanced my understanding of math
Confidence concepts and critical-thinking skills by
providing practical, engaging scenarios that
● Strategic Thinking in require strategic planning, problem-solving,
Gameplay and application of mathematical principles
in real-time. This hands-on approach makes
● Benefits for abstract concepts more concrete and
Mathematics Learning improves my ability to think analytically and
make decisions under pressure”
Enhanced critical thinking through board game learning refers to the significant
Programme (BGBCTP), which fosters both cognitive skills and critical thinking, ultimately
In this study, students confirm that board game sessions improve understanding
of math concepts and critical-thinking skills by providing engaging scenarios that require
stimulating student interest and curiosity, promoting peer learning, and fostering problem-
solving skills essential for mathematical competency. This interactive learning method
allows for critical discussions and enhances mathematical competencies, supporting the
theme of critical thinking and the positive impact of board game interventions in math
education.
According to the respondents of this study, several key features of the intervention
board game were those that they found most helpful to their learning in math. Among the
common themes was the promotion of critical thinking and strategic decision-making.
56
Many students specifically pointed out that games made them think critically and work out
strategies for solving the problems, hence improving their overall cognitive abilities in
math.
“The most beneficial aspects of the board game intervention for my learning in
math have been the interactive problem-solving opportunities and the immediate
application of mathematical concepts. These games provide a fun and engaging way to
practice calculations, develop logical reasoning, and enhance strategic thinking.
Additionally, the competitive and collaborative elements motivate me to understand and
apply math principles more effectively.”
problems, as noted by Doolittle et al. (2023), highlights that active learning strategies
In the course of this study, many students reported having felt some kind of change
in their confidence levels when handling mathematical problems after the sessions of the
board game. Some students reported an increase in confidence and attributed this to the
fact that the practice was regular and that one needed to think fast while playing the
games on mathematics. They said they feel more comfortable and assured about their
& Tan (2022), involves using contextualized instruction and interactive methods, such as
board games, to create relevant and purposeful learning experiences that capture
students' attention and foster critical thinking. By creating a dynamic and motivating
environment, teachers can better capture students' attention and help them develop the
critical thinking skills necessary for understanding mathematical concepts. Parents also
play a key role by guiding students in engaging with math, further enhancing their interest
and participation.
Building on this idea of making learning engaging and relevant, the researchers
have observed that incorporating board games into math instruction has drastically
enhanced students' interest in the subject. While traditional methods often fail to capture
students' attention, the use of games introduces elements of competition and enjoyment,
transforming the learning process. Teachers have reported that incorporating a reward
and points system raises motivation and increases participation, shifting mathematics
Semple and Currie (2022) emphasized that collaborative learning methods, such
collaboratively. By integrating board games into teaching, educators can create versatile
and interactive learning environments that promote cooperation and critical thinking, both
In line with these findings, this study revealed that critical thinking improved
considerably through the use of board game activities. Teachers reported that the
strategic thinking required by the games and the problems students encountered while
playing enhanced their analytical skills, ultimately improving their math performance. The
interactive nature of these games also encourages students to think quickly and act on
their decisions, further strengthening their critical thinking abilities. This development not
only benefits mathematics but also contributes to the enhancement of students' general
cognitive skills.
"With the implementation of the board game, students who typically don't
participate as much in traditional settings tend to engage more. They also collaborate with
their classmates by sharing ideas and strategies to help their team win the game."
"I have observed students' critical-thinking abilities not only in their understanding
of the math content but also in how they play the board game. Furthermore, when
students win the game, they apply their critical-thinking skills to answer the follow-up
question, ensuring they don't waste the opportunity."
60
(2018), involve using board games to reinforce classroom lessons by promoting problem-
solving, teamwork, and strategic thinking, which engage students in meaningful activities
that enhance their understanding and retention of concepts. This active engagement
helps reinforce concepts more effectively compared to passive learning methods, leading
math concepts has been clearly demonstrated. Teachers have observed that the
interactive nature of these games significantly aids in the understanding and retention of
encouraging students to delve deeper into the material. As students navigate problem-
solving within the game, they reinforce their learning, thereby supporting long-term
“Student retention has improved since the learning process involved engaging
students in playing the board game. They are more active and engaged during the lesson
discussion, and I believe this has contributed to the improvement in their retention.”
CHAPTER V
This chapter contains the summary of the study, findings, conclusions, and some
recommendations. The conclusions are based on the study questions and the data
received from the respondents from the previous chapters. The researchers analyze the
Summary
This study aimed to unravel the power of board games and its influence on the
critical-thinking skills of STE Junior High School students of General Santos City National
1. What is the level of critical-thinking skills of the students before and after
the study?
who are exposed to board games and who are exposed to the conventional
method?
who are exposed to board games and who are exposed to the conventional
method?
method?
6. Is there a significant difference in the mean gain scores of the students who
are exposed to board games and students who are exposed to the
conventional method?
7. What are the teachers’ and students’ perspectives about the utilization of
The study involved Grade 9 students enrolled in the STE Program at General
Santos City National High School. A total of sixty (60) students were randomly selected
and then divided into two groups. The control group, consisting of thirty (30) students,
was taught using traditional methods, while the experimental group, also comprising thirty
(30) students, was exposed to game-based learning. The research was conducted
Findings
1. Before the study, both groups were mostly represented by low critical-
thinking scores, ranging from 6 to 10, thus demonstrating the need for
scores in the experimental group by which 63.3% scored within the 11-15
range from 30%, and 10.0% scored within the 16-20 range from 0%.
63
Meanwhile in the control group, 56.6% scored within the 11-15 score range
from 23.3%, and 10% scored within the 16-20 range from 0%, resulting in
2. Before the study, the mean pretest scores were both 8.97, showing their
initial similarity in critical thinking skills. The mean analysis was T = .000, p
= 1.000 with a view that there was no significant difference between the
pretest scores for the two groups. Moreover, the equivalence ensures that
3. In the posttest, the experimental group had an average score slightly higher
than that of the control: 12.37 versus 11.90. However, this did not attain
score in the experimental group was higher, it does not show a strong
4. The board game extremely enhanced the critical thinking skills of the
score of 12.37, with T = -4.910 and p = .000. This suggests a very high
skills among the students, resulting to the rejection of the null hypothesis
64
5. The average mean scores of the control group has moved from 8.97 to
11.90. The T value of -5.064 with the p-value of .000 shows that the
pretest and posttest mean scores for the control group. This result shows
6. The mean gain score for the experimental group was 3.40, and was slightly
higher than that of the control group which was 2.93. However, this
results suggest that although both the experimental and the traditional
approach improved critical thinking, the board game did not produce a
hypothesis.
confidence issues.
Conclusions
formulated:
students who are exposed to board games and who are exposed to the
conventional method.
students who are exposed to board games and who are exposed to the
conventional method.
method.
66
who are exposed to board games and students who are exposed to the
conventional method.
Recommendations
In this section, we present the conclusions derived from the study’s findings and
1. The results from examining the Laws of Sines and Cosines (Learning
prepare both the pre-service teachers and their future students for diverse
academic challenges.
and Cosines and Solving Oblique Triangles, while also refining their
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APPENDIX
80
APPENDIX A
We are the College of Education students of Mindanao State University, General Santos
City who are enrolled in a BSEd Mathematics course. Presently, we are conducting our
undergraduate study entitled “BOARD GAMES ON THE CRITICAL-THINKING SKILLS OF
HIGH SCHOOL STUDENTS”
In this regard, we are asking for your precious time and effort to allow us to conduct our
study in your school jurisdiction. The study’s target respondents will be the two (2) Grade 9 STE
Sections, S.Y. 2023-2024. Rest assured that all data gathered from the respondents will be
kept in the highest level of confidentiality.
Your positive response in this request will be a valuable contribution for the success of
the study and will be highly appreciated. Thank you for your cooperation.
Respectfully yours,
Noted by:
Approved by:
APPENDIX B
LETTER OF PERMISSION TO THE SUBJECT TEACHERS
Grade 9 Advisers
We are the College of Education students of Mindanao State University, General Santos
City who are enrolled in a BSEd Mathematics course. Presently, we are conducting a study
entitled “BOARD GAMES ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL
STUDENTS”.
In this regard, we are asking for your precious time and effort to allow us to conduct our
research study with your help and full cooperation by providing the lists of names of your
students. Rest assured that all the data gathered from the respondents will be kept in the highest
level of confidentiality.
Noted by:
Approved by:
APPENDIX C
LETTER OF PERMISSION TO THE RESPONDENTS
Dear Respondents:
We are the College of Education students of Mindanao State University, General Santos City
who are enrolled in a BSEd Mathematics course. Presently, we are conducting a study entitled “BOARD
GAMES ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL STUDENTS”.
In this regard, we are asking for your precious time, effort, and complete and active participation
that are important and helpful for the completion of the study. Rest assured that all data gathered from
you will be kept in the highest level of confidentiality.
Thank you!
Noted by:
Approved by:
APPENDIX D
The undersigned are 3rd year BSED Mathematics students of Mindanao State University
- General Santos City and are currently undertaking a research study entitled “BOARD GAMES
ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL STUDENTS”.
With your expertise, we are humbly asking you to validate the attached teacher-made
questionnaire and the adapted lesson plans using the attached rating tools.
We are looking forward to hearing that this request would merit your positive response.
Yours respectfully,
Approved by:
Noted by:
The undersigned are 3rd year BSED Mathematics students of Mindanao State University
- General Santos City and are currently undertaking a research study entitled “BOARD GAMES
ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL STUDENTS”.
With your expertise, we are humbly asking you to validate the attached teacher-made
questionnaire and the adapted lesson plans using the attached rating tools.
We are looking forward to hearing that this request would merit your positive response.
Yours respectfully,
Noted by:
Approved by:
(Sgd) DR. MA. THERESA P. PELONES
Thesis Adviser
(Sgd) PROF. RHUMER S. LANOJAN
Validator
85
The undersigned are 3rd year BSED Mathematics students of Mindanao State University
- General Santos City and are currently undertaking a research study entitled “BOARD GAMES
ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL STUDENTS”.
With your expertise, we are humbly asking you to validate the attached teacher-made
questionnaire and the adapted lesson plans using the attached rating tools.
We are looking forward to hearing that this request would merit your positive response.
Yours respectfully,
Noted by:
Approved by:
APPENDIX E
INSTRUMENT VALIDATION QUESTIONNAIRE
Instruction: This tool asks for your evaluation of the questionnaire to be used in the data gathering
to establish its validity. You are required to give your honest assessment using the criteria stated
below. Please check (✓) only from the selection. Please give your comments and suggestions on
how to improve the instrument.
5 Very High The questionnaire is very highly valid and can provide
Valid unbiased data for the investigation, allowing 0-5 % error.
2 Less Valid The questionnaire is less valid and can provide unbiased data
for the investigation, allowing 16-20% error.
*This assessment criteria is adopted from the study conducted by Imbong, M. K. (2013).
87
Indicators Ratings
5 4 3 2 1
2. The questionnaire fits with the variable under consideration, thus measuring what /
it intends to measure.
3. The questionnaire has the capability to measure items of variables within the /
given frame.
5. The questionnaire has the ability to gather factual data, eliminating biases and /
subjectivity.
6. Quick and complete data can be generated by the questionnaire within the time /
frame allowed to obtain the data.
Instructions: Please tick the appropriate column of your honest answer and rate each criterion on a scale
from 1 to 5. This tool asks for your evaluation of the lesson plan that will be used in gathering the data of
this research to establish validity. Please write your comments and suggestions on how to improve the
instrument.
Criteria Ratings
5 4 3 2 1
4. Clarity of Instructions for Board Games: The guidance for the board game /
activities is clear, brief, and aids in easy comprehension for high school students.
9. Sustainability and Replicability: The lesson plan exhibits features that ensure its /
sustainability over time and its potential replicability in comparable educational
environments.
Instruction: This tool asks for your evaluation of the questionnaire to be used in the data gathering
to establish its validity. You are required to give your honest assessment using the criteria stated
below. Please check (✓) only from the selection. Please give your comments and suggestions on
how to improve the instrument.
5 Very High The questionnaire is very highly valid and can provide
Valid unbiased data for the investigation, allowing 0-5 % error.
2 Less Valid The questionnaire is less valid and can provide unbiased data
for the investigation, allowing 16-20% error.
*This assessment criteria is adopted from the study conducted by Imbong, M. K. (2013).
90
Indicators Ratings
5 4 3 2 1
2. The questionnaire fits with the variable under consideration, thus measuring what /
it intends to measure.
3. The questionnaire has the capability to measure items of variables within the /
given frame.
5. The questionnaire has the ability to gather factual data, eliminating biases and /
subjectivity.
6. Quick and complete data can be generated by the questionnaire within the time /
frame allowed to obtain the data.
Instructions: Please tick the appropriate column of your honest answer and rate each criterion on a scale
from 1 to 5. This tool asks for your evaluation of the lesson plan that will be used in gathering the data of
this research to establish validity. Please write your comments and suggestions on how to improve the
instrument.
Criteria Ratings
5 4 3 2 1
4. Clarity of Instructions for Board Games: The guidance for the board game /
activities is clear, brief, and aids in easy comprehension for high school students.
9. Sustainability and Replicability: The lesson plan exhibits features that ensure its /
sustainability over time and its potential replicability in comparable educational
environments.
Instruction: This tool asks for your evaluation of the questionnaire to be used in the data gathering
to establish its validity. You are required to give your honest assessment using the criteria stated
below. Please check (✓) only from the selection. Please give your comments and suggestions on
how to improve the instrument.
5 Very High The questionnaire is very highly valid and can provide
Valid unbiased data for the investigation, allowing 0-5 % error.
2 Less Valid The questionnaire is less valid and can provide unbiased data
for the investigation, allowing 16-20% error.
*This assessment criteria is adopted from the study conducted by Imbong, M. K. (2013).
93
Indicators Ratings
5 4 3 2 1
2. The questionnaire fits with the variable under consideration, thus measuring what /
it intends to measure.
3. The questionnaire has the capability to measure items of variables within the /
given frame.
5. The questionnaire has the ability to gather factual data, eliminating biases and /
subjectivity.
6. Quick and complete data can be generated by the questionnaire within the time /
frame allowed to obtain the data.
Instructions: Please tick the appropriate column of your honest answer and rate each criterion on a scale
from 1 to 5. This tool asks for your evaluation of the lesson plan that will be used in gathering the data of
this research to establish validity. Please write your comments and suggestions on how to improve the
instrument.
Criteria Ratings
5 4 3 2 1
4. Clarity of Instructions for Board Games: The guidance for the board game /
activities is clear, brief, and aids in easy comprehension for high school students.
9. Sustainability and Replicability: The lesson plan exhibits features that ensure its /
sustainability over time and its potential replicability in comparable educational
environments.
APPENDIX F
MOST ESSENTIAL LEARNING COMPETENCIES
APPENDIX G
LESSON PLAN
Objectives must be met over the week and connected to the curriculum standards. To meet the objectives,
necessary procedures must be followed and if needed, additional lessons, exercises and remedial activities
may be done for developing content knowledge and competencies. These are assessed using Formative
I. OBJECTIVES
Assessment Strategies. Valuing objectives support the learning of content and competencies and enable
children to find significance and joy in learning the lessons. Weekly objectives shall be derived from the
curriculum guides.
A. Content Standards The learner demonstrates understanding of the basic concepts of trigonometry.
B. Performance Standards The learner is able to apply the concepts of trigonometric ratios to formulate and solve real-life problems with
precision and accuracy.
Learning Objectives:
C. Learning Competencies/
Objectives
1. Understand the concept of the law of sine
2. Identify when to use the law of sine in a given triangle
2. Apply the law of sine to find missing sides and angles in triangles
IV. PROCEDURES These steps should be done across the week. Spread out the activities appropriately so that pupils/students
will learn well. Always be guided by demonstration of learning by the pupils/ students which you can infer from
formative assessment activities. Sustain learning systematically by providing pupils/students with multiple ways
to learn new things, practice the learning, question their learning processes, and draw conclusions about what
they learned in relation to their life experiences and previous knowledge. Indicate the time allotment for each
step.
97
A. Review previous lesson or The teacher lets the students identify oblique triangles by posting pictures of oblique triangles on the board.
presenting the new lesson He/she asks the students following guide questions:
1. The triangles we see around are not all right triangles. Look at the pictures Below. (Post pictures of objects
that are shaped like oblique triangles) Can you see the triangular patterns? Do the triangles you see in the
pictures contain right angle?
2. Aside from the pictures presented, can you list down at least two things around that may not be considered
as right triangles? These triangles are called oblique triangles.
3. Take a second look at the things posted and those you have listed. Find out what common characteristic
these triangles have.
4. If you were asked to classify the things in your list and those that were posted on the board, how would you
do it? What is your basis for classifying them as such?
5. Can you now define oblique triangle? Give your definition of an oblique triangle based on what you have
observed.
6. On the basis of your observation, how would you classify oblique triangles?
Possible answers/responses:
1. No
2. The students answer may vary, depending upon how the room was structured.
3. The triangles do not contain a right angle.
4. The triangles may be classified as acute triangles or obtuse triangles.
5. Your students may state the definition of oblique triangles in several ways. What is important is that they
realize that all oblique triangles do not contain a right angle.
6. Oblique triangles may be classified into two. These are: acute triangles and obtuse triangles.
The teacher calls some students to share their answers to the class.
B. Establishing a purpose for the The teacher lets the students realize that there are some real-life problems that involve oblique triangles. And
lesson since these triangles do not contain right angles, using the trigonometric ratios involving right triangle is not
applicable to these types of triangles. These types of triangles can be solved using either the law of sines or
the law of cosines.
The two triangles in (a) and (b) each has angles A, B, and C and corresponding opposite sides a, b, and c.
Draw an altitude of length from vertex C of each of the triangles. Notice that two right triangles are formed,
and these are triangles CDA and CDB. Using the definition of the sine of an angle, you have:
Note that the equations are true for triangles in (a) and (b). Solving for in the two equations, you will get
98
h = a sin B h = b sin A
That is, side divided by the sine of its opposite angle (sin A) is equal to side divided by the sine of its opposite
angle (sin B).
Repeating the process of drawing an altitude of length h from vertex A of each triangle, the following equation
is obtained.
𝑏 𝑐
=
𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 𝐶
Note that the derived formula for oblique triangles is also applicable to right triangles.
The Law of Sines can also be used when two sides and a non-included angle are given (SSA). In this case,
there may be no triangle having the given measurements or there may be one or two triangles that satisfy the
given conditions. This case is often referred to as the ambiguous case.
Now, suppose that in angle and sides and are given (SSA). Based on the Law of Sines,
𝑏 𝑎
= B = 𝑏 𝑠𝑖𝑛 𝐴
𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 𝐴
Case 1. 0° ∠ A ∠ 90°
1. If 𝑎∠𝑏 sin 𝐴, then 𝐵 > 1. This means that no angle 𝐵 is determined; hence, no triangle is formed
and there is no solution.
2. If 𝑎 = 𝑏 𝑠𝑖𝑛 𝐴 then 𝑠𝑖𝑛 𝐵 = 1. This means 𝑚∠𝐵 = 90° and a right triangle is determined.
99
3. If 𝑎 > 𝑏 sin 𝐴 𝑎𝑛𝑑 𝑎 < 𝑏, then two angles are formed: an acute angle B in triangle ABC and an
obtuse angle B' in triangle AB'C. Hence, there are two solutions.
Take Note:
Given Triangle ABC, with angles 𝐴 𝐵 and 𝐶 and corresponding opposite sides 𝑎 𝑏 and 𝑐. The Law of Sines
states that
𝑎 𝑏 𝑐
𝑆𝑖𝑛 𝐴
= = or = 𝑆𝑖𝑛 𝐵 = 𝑆𝑖𝑛 𝐶
𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 𝐶 𝑎 𝑏 𝑐
To solve an oblique triangle using the Law of Sines, you need to know the measure of one side and the
measures of two other parts of the triangle: two angles, or one angle and another side.
In any triangle, we can draw an altitude, a perpendicular line from one vertex to the opposite side, forming two
right triangles. It would be preferable, however, to have methods that we can apply directly to non-right triangles
without first having to create right triangles.
Any triangle that is not a right triangle is an oblique triangle. Solving an oblique triangle means finding the
measurements of all three angles and all three sides. To do so, we need to start with at least three of these
values, including at least one of the sides. We will investigate three possible oblique triangle problem situations:
1. ASA (angle-side-angle) We know the measurements of two angles and the included side.
2. AAS (angle-angle-side) We know the measurements of two angles and a side that is not between the
known angles.
3. SSA (side-side-angle) We know the measurements of two sides and an angle that is not between the
known sides.
Knowing how to approach each of these situations enables us to solve oblique triangles without having to drop
a perpendicular to form two right triangles. Instead, we can use the fact that the ratio of the measurement of
one of the angles to the length of its opposite side will be equal to the other two ratios of angle measure to
opposite side. Let’s see how this statement is derived by considering the triangle.
100
Again, The Law of Sines can be used in solving problems involving oblique triangles, given the measures of
two angles and one side. It can be used when the given are two angles and the included side (ASA) or two
angles and a non-included side (SAA).
Figure (a) shows triangle ABC given its two angles and the included side (ASA) while (b) shows triangle DEF
given its two angles and a non-included side (SAA).
Example:
Solution: You are given two angles and a non-included side (SAA).
𝑎 𝑏 20 𝑏
= =
𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 60 𝑠𝑖𝑛𝑠𝑖𝑛 45
20𝑠𝑖𝑛𝑠𝑖𝑛 45
𝑏=
𝑠𝑖𝑛𝑠𝑖𝑛 60
𝑏 = 16.33 𝑐𝑚.
First, find the measure of angle 𝐶. Since the sum of the measures of the interior angles of any triangle equals
180°, that is,
𝑎 𝑐
𝑠𝑖𝑛𝑎
=
𝑠𝑖𝑛𝑠𝑖𝑛 𝑐
20 𝑐
=
𝑠𝑖𝑛𝑠𝑖𝑛 60 𝑠𝑖𝑛𝑠𝑖𝑛 75
20𝑠𝑖𝑛𝑠𝑖𝑛 75
𝑐=
𝑠𝑖𝑛𝑠𝑖𝑛 60
𝑐 = 22.31 𝑐𝑚.
Example:
Solution:
You are given two angles and an included side (ASA).
First, find the measure of angle 𝐶. Since the sum of the measures of the interior angles of any triangle equals
180°, that is,
101
𝑏 𝑎
=
𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 𝐴
𝑏 44.69
=
𝑠𝑖𝑛𝑠𝑖𝑛 52 𝑠𝑖𝑛𝑠𝑖𝑛 78
44.79𝑠𝑖𝑛𝑠𝑖𝑛 52
𝑏=
𝑠𝑖𝑛𝑠𝑖𝑛 78
𝑏 = 36 𝑐𝑚.
Questions:
𝑐
3. 𝑎 = → m∠C = 180° − m∠A − m∠B deduction of 5 points will be imposed. After the
𝑠𝑖𝑛 𝑎 𝑠𝑖𝑛𝑠𝑖𝑛 𝑐 game, the group should write their total score on
= 180° - 13° - 44° = 123°. a 1/4 sheet of paper to serve as their quiz for the
Thus, by using the laws of sine, day.
𝑎 𝑐 16 𝑐
𝑠𝑖𝑛𝑎 = = Procedure: The goal of the game is to connect
𝑠𝑖𝑛𝑠𝑖𝑛 𝑐 𝑠𝑖𝑛13 𝑠𝑖𝑛𝑠𝑖𝑛 123
𝑐= (16) 𝑠𝑖𝑛𝑠𝑖𝑛 123
𝑠𝑖𝑛𝑠𝑖𝑛 13
three of a player’s pieces in a row to win. Each
𝑐 ≈ 62.29 𝑐𝑚. player gets four chips. Two players take turns
placing one piece at a time. If three in a row
4. To solve for 𝐵, use the Law of Sines. haven't been made during placement, players
𝑎 𝑏 8 53
= = 𝑆𝑖𝑛 𝐵 = 53𝑠𝑖𝑛𝑠𝑖𝑛 60 𝑆𝑖𝑛 𝐵 = may take turns moving pieces along the line to
𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 60 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 8
an adjacent spot. Connections can be
5.7374.
horizontal, vertical, or diagonal.
5.
𝑐 71 * A video will be played to help you understand
𝑎
= → 𝑎
= → 𝑎=
the game better.
𝑠𝑖𝑛𝑎 𝑠𝑖𝑛𝑠𝑖𝑛 𝑐 𝑠𝑖𝑛137 𝑠𝑖𝑛𝑠𝑖𝑛 28
𝑠𝑖𝑛𝑠𝑖𝑛 137
(71) → 𝑎 = 103.14.
𝑠𝑖𝑛𝑠𝑖𝑛 28 Questions:
Solutions:
9(𝑠𝑖𝑛𝑠𝑖𝑛 50)
1. a= ≈ 8.8714351 𝑜𝑟 8.87.
𝑠𝑖𝑛𝑠𝑖𝑛 51
𝑎 𝑏 𝑠𝑖𝑛𝑠𝑖𝑛 25
2. = = 𝑏 = (5)
𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛𝑠𝑖𝑛 35
≈3.675 ≈ 3. 68.
𝑐
3. 𝑎 = → m∠C = 180° −
𝑠𝑖𝑛 𝑎 𝑠𝑖𝑛𝑠𝑖𝑛 𝑐
m∠A − m∠B = 180° - 13° - 44° =
123°.
Thus, by using the laws of sine,
𝑎 𝑐 16 𝑐
𝑠𝑖𝑛𝑎 = =
𝑠𝑖𝑛𝑠𝑖𝑛 𝑐 𝑠𝑖𝑛13 𝑠𝑖𝑛𝑠𝑖𝑛 123
𝑐= (16) 𝑠𝑖𝑛𝑠𝑖𝑛 123
𝑠𝑖𝑛𝑠𝑖𝑛 13
𝑐 ≈ 62.29 𝑐𝑚.
𝑐 71
5.
𝑠𝑖𝑛𝑎
𝑎
= → 𝑎
𝑠𝑖𝑛137
=
𝑠𝑖𝑛𝑠𝑖𝑛 𝑐 𝑠𝑖𝑛𝑠𝑖𝑛 28
𝑠𝑖𝑛𝑠𝑖𝑛 137
→ 𝑎 = (71) → 𝑎=
𝑠𝑖𝑛𝑠𝑖𝑛 28
103.14.
103
G. Finding practical applications of It is possible to solve a triangle if the only given information consists of the measures of the three angles of the triangle?
concepts and skills in daily living
I. Evaluating Learning
4. REMARKS
5. REFLECTION
i.OBJECTIVES
A. Content Standards The learner demonstrates understanding of the basic concepts of trigonometry.
B. Performance Standards The learner is able to apply the concepts of trigonometric ratios to formulate and solve real-life problems with
precision and accuracy.
C. Learning Competencies/ Learning Competency: Illustrates laws of sines and cosines. (M9GE-IVf-g1)
Objectives
Learning Objectives:
III.LEARNING RESOURCES
A. References
1. Teacher’s Guide
104
IV.PROCEDURES
Answers:
1. Law of Sines
2. 𝑎 = 𝑏 = 𝑐 or 𝑆𝑖𝑛 𝐴
= 𝑆𝑖𝑛 𝐵
= 𝑆𝑖𝑛 𝐶
𝑆𝑖𝑛 𝐴 𝑆𝑖𝑛 𝐵 𝑆𝑖𝑛 𝐶 𝑎 𝑏 𝑐
3. Side-Angle-Side
4. Angle-Side-Angle
5. Side-Side-Side
B. Establishing a purpose for the The teacher tells the students that oblique triangles can also be solved using the Law of Cosines.
lesson
C. Presenting examples/ The teacher will explain how the students already know about using the Pythagorean Theorem to find the third
instances of the new lesson side of a right triangle. Then, they will state that the Law of Sines and the Law of Cosines are general laws you
can apply to solve any triangle.
To solve an oblique triangle, any of the following four cases must be given:
Cases 1 and 2 can be solved using the Law of Sines, which was covered in the previous lesson. Cases 3 and
4 will be tackled in this session using the Laws of Cosines.
Law of Cosines will now enable us to solve the last two cases.
1. To find the measure of the side opposite the given angle, use the Law of Cosines.
2. To find the measure of a second angle, use the Law of Sines or the Law of Cosines.
3. To find the measure of the third angle, subtract the sum of the measures of the given angle and the second
angle from.
Example 1:
Find the value of a in ∆ABC given b = 7.98 cm, c = 10 cm, and m ∠A = 100.67°. (SAS Case)
Solution:
Example 2:
Solve for b in ∆ABC given b = 5 cm, c = 7 cm, and m∠A = 49°. (SAS Case)
Solution:
Using 𝑎2 = 𝑏2 + 𝑐2 − 2𝑏𝑐 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴 , we have
𝑎2 = 52 + 72 − 2(5)(7)(𝑐𝑜𝑠 𝑐𝑜𝑠 49° )
𝑎2 = 28.08𝑎 = 5.30
Example 1:
A triangular piece of land has side lengths a = 3m, b = 8m, and c = 9m. Find m ∠ C.
Solution:
𝑐𝑜𝑠 𝐶 = 𝑎 + 𝑏 − 𝑐
2 2 2
2𝑎𝑏
106
32 + 82 − 92
𝑐𝑜𝑠 𝐶 =
2(3)(8)
𝑐𝑜𝑠 𝐶 = −0.1667
m ∠ C = 99.59° ≈ 100°
Example 2:
Solution:
Example 3:
Solution:
F. Developing mastery (Leads to The teacher will let the students answer the comprehension check.
formative assessment3)
Instructions: Say HEPHEP if the statement is true and HOORAY if the statement is false.
Answers:
H. Making generalizations and The teacher summarizes the mathematical skills or principles used in the Law of Cosine through a question
abstractions about the lesson like:
1. When can we use the law of cosine?
Possible Answer:
1. We can use the law of cosine when “two sides and the included angle are known” and “three sides
are known”.
107
Questions:
Questions:
2 2 2 2 2 2
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 = 9 +102(9)(10)
−13
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 = 𝑎 +𝑏 −𝑐 2𝑎𝑏
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 = 0.067 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶−1(0.067) = 86.2°
m∠𝐶 = 86.2°
2
𝑎 +𝑏 −𝑐2 2
5. 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 = 4. In triangle ABC, a = 9 cm, b = 10 cm and c = 13
2𝑎𝑏
cm. Find the size of the largest angle.
Answers:
J. Additional activities or
remediation
4. REMARKS
5.REFLECTION
E. Which of my teaching
strategies worked well? Why
did these work?
109
I, OBJECTIVES
A. Content Standards The learner demonstrates understanding of the basic concepts of trigonometry.
B. Performance Standards The learner is able to apply the concepts of trigonometric ratios to formulate and solve real-life problems
with precision and accuracy.
C. Learning Competencies/ Learning Competency: Illustrates laws of sines and cosines. (M9GE-IVf-g1)
Objectives
Learning Objectives:
A. References
2. Textbook pages
B. PROCEDURES
Answers:
1. Side, Opposite
2. Laws of Cosine
3. Second angle
4. Laws of Sine and Cosine
C. Presenting examples/
instances of the new lesson
Laws of Cosine
- States that if ΔABC has sides of length a , b, and c , then:
- Even though there are three formulas, they are all very similar. Notice that whatever angle is
in the cosine, the opposite side is on the other side of the equal sign.
Questions:
1. State the general concept/s under the laws of Sine and Cosine.
2. Differentiate the Laws of Sines and Cosines.
3. Does Laws of Sines and Cosines have anything in common? Cite some concepts/examples.
𝑆𝑖𝑛 𝐴
= 𝑆𝑖𝑛 𝐵 = 𝑆𝑖𝑛 𝐶
𝑎 𝑏 𝑐
112
𝑆𝑖𝑛 90
= 𝑆𝑖𝑛 180−65 = 𝑆𝑖𝑛 65 4. In the triangle below, a = 6,b = 7,
120 90 𝑐
90 𝑆𝑖𝑛 65 and c = 11. Find angle C.
𝑐=
115
c ≈ 90 𝑘𝑚
4. We choose the version of the Law of
Cosines that uses angle C.
𝑐2 = 𝑎2 + 𝑏2 − 2𝑎𝑏 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 112
= 62 + 72 − 2(6)(7) 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 121 5. Triangle ABC has the measures a =
= 36 + 49 − 84 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 36 19 cm, b = 16 cm, and c = 26 cm.
= −84 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 Find the measure of the smallest
−3 = cos C
7 angle.
−3
𝐶 = 𝑐𝑜𝑠−1 = ≈ 115.4°
7
3. Given:
𝑆𝑖𝑛 𝐴
= 𝑆𝑖𝑛 𝐵 = 𝑆𝑖𝑛 𝐶
𝑎 𝑏 𝑐
𝑆𝑖𝑛 90
= 𝑆𝑖𝑛 180−65 = 𝑆𝑖𝑛 65
120 90 𝑐
𝑐 = 90 𝑆𝑖𝑛 65
115
c ≈ 90 𝑘𝑚.
G. Developing mastery (Leads to The teacher will ask random students to answer the following questions after the activity.
formative assessment3)
1. From the activity, what method/ strategies did you use to solve the problem?
2. Were you able to incorporate the Law of Cosines in the problem?
3. When can you use the concepts of Laws of Sines and the concepts under the Laws of Cosines?
6. Evaluating Learning
V. REMARKS
VI. REFLECTION
I. OBJECTIVES
B. Performance Standards Is able to apply the concepts of trigonometric ratios to formulate and solve the real-life problems with
precision and accuracy
C. Learning Competencies / Learning Competencies: Solves problems involving oblique triangles (M9GE-IVh-j-1)
Objectives
Learning Objectives:
II. CONTENT Solve Problems that Involve Oblique Triangles (Law of Sine)
References
3. Textbook pages
IV. PROCEDURES
1. BOQEULI IGRNLATE
2. WLA FO NEIS
3. GNELA
115
4. AEERMUNETSM
5. WLA FO CISNEO
Answers:
1. Oblique Triangle
2. Law of Sine
3. Angle
4. Measurement
5. Law of Cosine
The teacher will explain how these words are connected to the previous topics, Laws of Sine and Cosine, then
ask questions.
B. Establishing a purpose for the The teacher will recall what the Law of Sine is and how it can be used to measure the sides and angles of
lesson triangles. Then, the teacher will introduce how it can be applied in solving word problems involving oblique
triangles.
C. Presenting examples/ instances The teacher presents examples of an oblique triangle that can be solved using the law of sine.
of the new lesson
Answers:
D. Discussing new concepts and The teacher will explain what is an oblique triangle.
practicing new skills #1
What is an oblique triangle?
● An oblique triangle is a triangle which does not contain a right angle.
● An oblique triangle is either acute if all the angles are between 0 and 90°, or obtuse if one angle is
between 90° and 180°.
The teacher presents and discusses an example that shows how to solve problems that involve oblique
triangles using the law of sine.
In applying the law of Sines, any of the two conditions must hold true:
1. two angles and a side are known (AAS or ASA), or
2. two sides and an angle opposite one of them are known (SSA)
116
To find the missing part measurements of the given triangle, the teacher discusses to the students that they
will be using the law of sine because the conditions when to use this law of sine are present.
The teacher with the students solves the missing part measurements of the given triangle.
Example:
Given △ABC, what is a, c, and m∠A?
Solution:
To solve for a:
𝑠𝑖𝑛 𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛 𝑠𝑖𝑛 𝐵 𝑠𝑖𝑛 85° 𝑠𝑖𝑛 𝑠𝑖𝑛 50° 𝑠𝑖𝑛 𝑠𝑖𝑛 85° (24)
= = 𝑎= 𝑎 = 31.21
𝑎 𝑏 𝑎 24 𝑠𝑖𝑛 𝑠𝑖𝑛 50°
To solve for c:
E. Discussing new concepts and Using the equation for the Law of Sine, we will now use this to solve world problems involving oblique
practicing new skills #2 triangles.
Example:
In the same depth of the water, two scuba divers who are 20 meters apart spot a shark that is at the deeper
part of the sea. The angles of depression of the shark from diver 1 and diver 2 are 470 and 400, respectively.
How far is each diver from the shark?
Solution:
Given the measures of one side and two angles of a triangle (ASA case), we can find the measure of the third
angle using the fact that the sum of the angles in a triangle is always 180 degrees. Then, we can use the Law
of Sines to solve for x or y.
20 𝑠𝑖𝑛47°
𝑦= 𝑦 = 14.65 𝑚
𝑠𝑖𝑛 𝑠𝑖𝑛 93°
117
𝑥 20
=
𝑠𝑖𝑛 𝑠𝑖𝑛 40° 𝑠𝑖𝑛 𝑠𝑖𝑛 93°
20 𝑠𝑖𝑛40°
𝑥=
𝑠𝑖𝑛 𝑠𝑖𝑛 93°
𝑥 = 12.87 𝑚
Example:
Due to old age, a tree leans as shown below. Trish and Joey decided to attach ropes from a point on the tree
to two different points on the ground to keep the tree from falling further. From Joey’s location, the rope
makes an angle of 40° with the ground and from Trish’s spot, the rope makes an angle of 55° with the
ground. If the distance between Joey and Trish is 6 m, find the length of each rope.
Solution:
Given in the problem are measures of the interior and exterior angles and one side, with respect to the obtuse
triangle formed by the two ropes and the ground. If you will analyze the figure, the angle adjacent to 55° angle
measures 125°. Since two angles and one side are given, we will use the Law of Sines.
6 𝑠𝑖𝑛125°
𝑥=
𝑠𝑖𝑛 𝑠𝑖𝑛 15°
𝑥 = 18.99 𝑚
6 𝑠𝑖𝑛40°
𝑦= 𝑦 = 14.90 𝑚
𝑠𝑖𝑛 𝑠𝑖𝑛 15°
Example:
A solar panel was installed on the roof of a house and set to an angle that optimizes the energy produced. The
length of the panel is 1.96 m and the length of the leg supporting it is 0.68 m. If the support leg makes an angle
of 117° with the roof, what is the optimal inclination angle of the solar panel?
Solution:
Since two side lengths and an angle measure are known, we apply the Law of Sines to solve for the missing
angle measure.
118
Example:
Two cellphone towers detect a smartphone in use. One tower finds that the smartphone is about 650 m away
at an angle of 41°. The second tower is at an approximate distance of 534 m from the smartphone at an angle
of 53°. Find the distance between the cellphone towers.
Solution:
The missing side length could be found by using the Law of Sines if the measure of ∠C were known, so let's
start by finding m∠C. This can be done by using the Interior Angles Theorem.
Now that m∠C is known, we can use the Law of Sines to write a proportion and solve for the distance
between the towers c.
𝑎 𝑐
=
𝑠𝑖𝑛 𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛 𝑠𝑖𝑛 𝐶
534 𝑐
=
𝑠𝑖𝑛 𝑠𝑖𝑛 41° 𝑠𝑖𝑛 𝑠𝑖𝑛 86°
534
𝑐= (𝑠𝑖𝑛 𝑠𝑖𝑛 86 °)
𝑠𝑖𝑛 𝑠𝑖𝑛 41°
𝑐 ≈ 812
H. Making generalizations and The teacher asks the following questions to the students:
abstractions about the lesson
1. What is the law of sine?
2. What data are required for solving oblique triangle using the law of sine?
Answers:
1. The law of sine - sine of an angle of a triangle divided by its opposite side is equal to the sine of any other
angle divided by its opposite side.
2. The data required for solving oblique triangle using the law of sine are:
119
I. Evaluating Learning Activity: Think Pair Share Group Task - TIC TAC TOE
4.
5.
Answers:
2.
3.
4.
5.
The teacher instructs the students to bring their own scientific calculator for the next meeting.
J. Additional activities or remediation
2. REMARKS
3. REFLECTION
I.OBJECTIVES
Is able to apply the concepts of trigonometric ratios to formulate and solve the real-life problems with
B. Performance Standards precision and accuracy
C. Learning Competencies / Learning Competencies: Solves problems involving oblique triangles (M9GE-IVh-j-1)
Objectives
Learning Objectives:
III.LEARNING RESOURCES
erences
2. Textbook pages
IV.PROCEDURES
A. Review previous lesson or The teacher presents different figures of triangles and let the students to determine whether the law of cosine
presenting the new lesson is applicable in solving the missing parts or not.
1. 2. 3. 4.
Answers:
1. NO 2. YES 3. NO 4. YES
B. Establishing a purpose for the The teacher will recall what the Law of Cosine is and how it can be used to measure the sides and angles of
lesson triangles. Then, the teacher will introduce how it can be applied in solving word problems involving oblique
triangles.
In triangle ABC with angles A, B, and C and corresponding opposite sides a, b, and c ,
In applying the Law of Cosine, any of the two conditions must hold true:
Example:
Solve for the value of a on ΔABC with A = 60°, b = 20, and c = 30.
Solve for a:
Example:
Solution:
Example:
Solution:
We will use the Law of Cosines to find a, use it again to find B, then use C = 180° − A − B.
First, we have
𝑎2 = 𝑏2 + 𝑐2 − 2𝑏𝑐 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴
𝑎2 = 42 + 52 − 2(4)(5) 𝑐𝑜𝑠 𝑐𝑜𝑠 30° 𝑎2 = 6.36𝑎 = 2.52
B = 52.5°
Thus, C = 180° - A – B
= 180° - 30° - 52.5°
= 97.5°
E. Discussing new concepts and Using the equations for the Law of Cosine, we will now use these to solve world problems involving oblique
practicing new skills #2 triangles.
Example:
Jack and Jill both start at point A. Each walk in a straight line and their paths form an angle of 105°. If after
45 minutes Jack has walked 4.5 kmand Jill has walked 6 km, how far apart are they from each other?
Solution:
In this problem, we are given with the measures of two sides and the included angle of the triangle that is
determined by their paths from the starting point and their locations after 45 minutes.
Since the given information define the SAS case of a triangle, hence, to solve for the value of x which is the
distance between them after 45 minutes, we can use the Law of Cosines.
Solving for the value of x in the figure,
𝑥2 = 62 + (4.5)2 − 2(6)(4.5) 𝑐𝑜𝑠 𝑐𝑜𝑠 105 °
𝑥2 = 70.2262
𝑥 = 8.38 𝑘𝑚
Example:
A satellite orbiting the Earth emits a signal to calculate the distance between itself and Earth. It found that the
distances between itself and two cities are 398 km and 361 km, respectively, and that the angle between
them is 5°. Find the distance between the cities.
Solution:
Because two sides lengths and the included angle measure are known, we can apply the Law of Cosines to
solve for the missing side length representing the distance between the cities.
Let's use the Law of Cosines to solve the distance.
𝑎2 = 𝑏2 + 𝑐2 − 2𝑏𝑐 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴
𝑎 = 398 + 361 − 2(398)(361) 𝑐𝑜𝑠 𝑐𝑜𝑠 5° 𝑎2 = 2462.48𝑎 = 49.62
2 2 2
Example:
A security camera has been installed in one of the corners in a room. The diagram shown below indicates
the area that is visible in the camera's recording. What is the angle of the camera's field of vision?
Solution:
125
Examining the diagram, we see that the field of vision can be modeled using a non-right triangle where all
side lengths are known.
Because of this, the Law of Cosines can be used to find m∠A, which corresponds to the desired field of
vision angle.
𝑎2 = 𝑏2 + 𝑐2 − 2𝑏𝑐 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴 (4.2)2 = (8.1)2 + (5.0)2 − 2(8.1)(5.0) 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐴 = 0.9009 (0.0009)
= 25.72
A = 25.72°
Example:
Solution:
Example:
Two ships leave a harbor at the same time, traveling on courses that have an angle of 140° between them.
If the first ship travels at 26 miles per hour and the second ship travels at 34 miles per hour, how far apart are
the two ships after 3 hours?
Solution:
H. Making generalizations and The teacher asks the following questions to the students
abstractions about the lesson
1. What is the law of cosine?
2. What data are required for solving oblique triangle using the Law of Cosine?
Answers:
1. The Law of Cosine – the square of any side of a triangle is equal to the sum of the square of the other two
sides minus the product of these sides and the cosine of their included angle.
2. The data required for solving oblique triangle using the law of cosine are:
● two sides and the included angle are known
● three sides are known
Questions:
1. Questions:
𝑐2 = 𝑎2 + 𝑏2 − 2𝑎𝑏 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 92
= 62 + 52 − 2(6)(5) 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 1. During a hurricane, an old tree is damaged and
−20
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 = 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶60 is leaning off to one side. To secure the tree, an
1 1 anchor post is placed in the ground 5 m from the
= − 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶−1(− )
3 3 tree. A 9 m rope is attached to the anchor and
= 109.5° wrapped around the tree 6 m from the base of the
tree. At what angle is the tree leaning?
127
2.
𝑑2 = 𝑡2 + ℎ2 − 2𝑡ℎ 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷 2012
= 1532 + 1752 − 2(153)(175)
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷
= 0.2546 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷−1(0.2546)
= 57.6°
3.
A = 52.70°, B = 85.12°, C = 42.27° 2. Tom, Den, and Harry are camping in their tents.
If the distance between Tom and Den is 153 ft., the
4. distance between Tom and Harry is 201 ft., and the
𝑑2 = 72 + (8.5)2 − 2(7)(8.5) 𝑐𝑜𝑠 𝑐𝑜𝑠 37 °𝑑2 = 26.21𝑑 distance between Den and Harry is 175 ft., what is
= 5.12 𝑚𝑖𝑙𝑒𝑠 the angle between Den, Harry, and Tom?
5.
𝑐2 = 62 + 72 − 2(6)(7) 𝑐𝑜𝑠 𝑐𝑜𝑠 110 °
𝑐2 = 113.7𝑐 = 10.7 𝑓𝑡.
Solutions:
1.
𝑐2 = 𝑎2 + 𝑏2 − 2𝑎𝑏 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 92
= 62 + 52 − 2(6)(5)
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶
−20
=
60
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶
1 1
= − 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐶−1(− )
3 3
= 109.5°
2.
𝑑2 = 𝑡2 + ℎ2 − 2𝑡ℎ 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷 2012
= 1532 + 1752 − 2(153)(175)
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷 𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷
= 0.2546
𝑐𝑜𝑠 𝑐𝑜𝑠 𝐷−1(0.2546) = 57.6°
128
3.
A = 52.70°, B = 85.12°, C = 42.27°
4.
𝑑2 = 72 + (8.5)2 − 2(7)(8.5) 𝑐𝑜𝑠 𝑐𝑜𝑠 37 °𝑑2
= 26.21𝑑 = 5.12 𝑚𝑖𝑙𝑒𝑠
5.
𝑐2 = 62 + 72 − 2(6)(7) 𝑐𝑜𝑠 𝑐𝑜𝑠 110 °
𝑐2 = 113.7𝑐 = 10.7 𝑓𝑡.
C. REMARKS
D. REFLECTION
I.OBJECTIVES Objectives must be met over the week and connected to the curriculum standards. To meet the objectives,
necessary procedures must be followed and if needed, additional lessons, exercises and remedial activities
may be done for developing content knowledge and competencies. These are assessed using Formative
Assessment Strategies. Valuing objectives support the learning of content and competencies and enable
children to find significance and joy in learning the lessons. Weekly objectives shall be derived from the
curriculum guides.
A. Content Standards The learner demonstrates understanding of key concepts of quadratic equations.
B. Performance Standards The learner is able to investigate thoroughly mathematical relationships in various situations, formulate real-
life problems involving quadratic equations.
129
C. Learning Competencies/ Learning Competency: Solves problems involving oblique triangles. (M9GE-IVh-j-1)
Objectives
Learning Objectives:
ONTENT Solve Problems that Involve Oblique Triangles (Law of Sine and Law of Cosine)
EARNING RESOURCES
A. References
3. Textbook pages
IV.PROCEDURES These steps should be done across the week. Spread out the activities appropriately so that pupils/students
will learn well. Always be guided by demonstration of learning by the pupils/ students which you can infer from
formative assessment activities. Sustain learning systematically by providing pupils/students with multiple
ways to learn new things, practice the learning, question their learning processes, and draw conclusions about
what they learned in relation to their life experiences and previous knowledge. Indicate the time allotment for
each step.
A. Review previous lesson or The teacher asks the learners what their previous topic was all about.
presenting the new lesson
1. Can you recall the formula for the Law of Cosines?
2. Give one example of the formulas for the Law of Cosines.
3. When would you use the Law of Cosines to solve a triangle problem?
B. Establishing a purpose for The teacher lets the learners realize that objects around them may take the shape of an oblique triangle and
the lesson that the Law of Sine and Law of Cosine are very important in solving real-life problems involving this kind of
triangle.
In applying the law of Sines, any of the two conditions must hold true:
In applying the Law of Cosines, any of the two conditions must hold true:
130
Again,
To solve a triangle is to find the lengths of each of its sides and all its angles. The sine rule is used when we
are given either a) two angles and one side, or b) two sides and a non-included angle. The cosine rule is used
when we are given either a) three sides or b) two sides and the included angle.
1. In measuring the side of an oblique triangle, you can use the Law of Sine or the Law of Cosine depending
on your preference.
2. You can use either the Law of Sine or the Law of Cosine in measuring the side of a right triangle.
3. The rules on how to use the Law of Sine and the Law of Cosine are exactly the same.
Answers:
1. False
2. False
3. False
E. Discussing new concepts and Now that the students have mastered the Law of Sine and the Law of Cosine, it is time for them to distinguish
practicing new skills #2 when to use the Law of Sine and the Law of Cosine when solving word problems.
Example:
A farmer wants to fence off a triangular piece of land. The lengths of two sides of the fence are 72 m and 55
m, and the angle between them is 83°. Find the perimeter of the fence.
Solution:
This is a problem for the Law of Cosines. We know two side lengths (72m and 55m) and the included angle
(83°), which fits the criteria for using the Law of Cosines to find the missing third side of the fence.
P=a+b+c
P = 85.11 m + 55 m + 72 m
P = 212.11 cm
Example:
131
To approximate the length of a lake, a surveyor starts at one end of the lake and walks 245 yards. He then
turns 110º and walks 270 yards until he arrives at the other end of the lake. Approximately how long is the
lake?
Solution:
This scenario requires the Law of Cosines. We know two sides (245 yards and 270 yards) and the included
angle (110°) to find the missing side (the length of the lake).
Example:
An overhead crane is suspended from a ceiling by two chains. One chain is 4.6 m long and forms an angle of
60° with the ceiling. The other chain is 6.4 m long. What angle does the larger chain make with the ceiling?
Solution:
The problem requires the use of Law of Sines since the given values are 4.6m long and 6.4m long, and an
angle of 60°.
𝑎 𝑏
=
𝑠𝑖𝑛 𝑠𝑖𝑛 𝐴 𝑠𝑖𝑛 𝑠𝑖𝑛 𝐵
6.4 4.6
=
𝑠𝑖𝑛 𝑠𝑖𝑛 60° 𝑠𝑖𝑛 𝑠𝑖𝑛 𝐵
4.6 𝑠𝑖𝑛 𝑠𝑖𝑛 60°
𝑠𝑖𝑛 𝑠𝑖𝑛 𝐵 =
6.4
= 0.622
𝑠𝑖𝑛 𝑠𝑖𝑛 𝐵−1(0.622) = 38.46°
∠B = 38.46°
Example:
Three fishing ships in a fleet are out on the ocean. The Chester is 32 km from the Angela. An officer on the
Chester measures the angle between the Angela and the Beverly to be 25°. An officer on the Beverly measures
the angle between the Angela and the Chester to be 100°. How far apart, to the nearest kilometer are the
Chester and the Beverly?
Solution:
H. Making generalizations and The teacher summarizes the mathematical concepts about oblique triangles through questions:
abstractions about the lesson
1. In solving problems involving oblique triangles, what are the two laws that are used?
2. In applying the Law of Sines, what are the two conditions?
3. In applying the Law of Cosines, what are the two conditions?
Answers:
1.
a. The Law of Sines (or Sine Rule) is used Instructions: The class will be divided into two. There will be
when you know two angles and a side (AAS or 5 questions. For each question, the group shall have one
ASA) of a triangle. representative play the game "Dara" in front of the class.
b. The Law of Cosines (or Cosine Rule) is Whoever wins the round will have a chance to answer the
used when you know two sides and the question flashed on the screen. Five points for every correct
included angle (SSA) of a triangle. answer. If the winner of the round answers incorrectly, the
c. Both the Law of Sines and Cosines can be chance will be given to the opponent. If they still get it wrong,
used to solve for missing sides or angles in no points will be awarded to both groups.
any triangle.
After every round, the representative will change to allow
2. everyone to play. No coaching is allowed from the rest of the
a. The Law of Sines can be used to find the members. Only the representative of the round is allowed to
measures of the sides of a triangle when the play the game and answer the question. Otherwise, a
measures of two angles and one side are deduction of 5 points will be imposed. After the game, the
known. group should write their total score on a 1/4 sheet of paper to
b. The Law of Cosines can only be used to find serve as their quiz for the day.
the measures of the angles of a triangle when
the measures of all three sides are known. Procedures: Each player has 12 chips. Players start by
c. The Law of Sines is expressed as a/sin(A) = taking turns placing their chips on the board. Once all chips
b/sin(B) = c/sin(C) in a triangle with sides a, b, are placed on the board, the goal is to be the first to capture
and c and opposite angles A, B, and C. four of their opponent’s chips. A player can capture by
moving one of their chips to make a row of 3. Then they can
3. choose their opponent’s piece to capture. Rows of three can
a. The Law of Sines can be used to solve be made vertically or horizontally, but chips can never move
oblique triangles when given two angles and a diagonally. Remember that even if they have multiple rows
side. of three, they can only capture one of their opponent’s chips
b. In an oblique triangle, the side opposite the at a time.
largest angle is the longest side.
c. An oblique triangle can have two obtuse When making a move, a player cannot immediately follow it
angles. by moving the same chip back to the same space again. It
must be moved to a new space first. They cannot have four
4. or more consecutive chips. They also can’t capture an
a. 𝑠𝑖𝑛𝑠𝑖𝑛 𝐴 = 𝑠𝑖𝑛𝑠𝑖𝑛 𝐵 = 𝑠𝑖𝑛𝑠𝑖𝑛 𝐶 opponent’s chip during the placement phase even if they’ve
𝑎 𝑏 𝑐
133
5.
a. The Law of Cosines can be used to find the length of a
side of a triangle when two sides and the included angle are
known.
b. The Law of Cosines is also known as the Cosine Rule.
c. The Law of Cosines is always used to find a missing side
length.
Answers:
J. Additional activities or
remediation
1) REMARKS
2) REFLECTION Reflect on your teaching and assess yourself as a teacher. Think about your students’ progress. What works?
What else needs to be done to help the pupils/students learn? Identify what help your instructional supervisors
can provide for you so when you meet them, you can ask them relevant questions.
(Proficiency Test)
Total 6 4 4 4 4 4 20 100%
136
APPENDIX I
PROFICIENCY TEST
(PRETEST & POSTTEST)
Instructions: Answer all questions by selecting the best choice. Write your answer in the space provided.
2. In a construction project, a non-right-angled triangular roof has side lengths of 6 meters, 8 meters, and 10 meters.
Which trigonometric law would likely be used by the architect to calculate the angle of inclination between two sides of
the roof?
a. Law of Sine
b. Law of Cosine
c. Law of Tangent
d. Pythagorean Theorem
3. In ∆ABC, angle A measures 50°, a = 8 units, and b = 10 units. If you were asked to solve for angle C, which of the
following steps would you take?
4. In ∆ ABC, m∠A = 114°, m∠B = 34°, and a = 31. Use the applicable trigonometric laws (Law of Sine
or Cosine) to find the length of side b and c.
137
a. b = 20 and c = 19
b. b = 19 and c = 18
c. b = 20.5 and c = 19.5
d. b = 19.5 and c = 18.5
5. In a ∆ ABC, if side lengths a = 3 units, b = 4 units, and c = 5 units, what deduction can be made about the
relationship between the longest side and the largest angle?
6. In ∆ ABC, angle A = 40°, angle B = 80°, and side a = 12 units. Analyze the given information and determine
whether the triangle is acute, obtuse, or right. Then, calculate the length of side b using the appropriate trigonometric
law.
7. Solve the triangle: a = 2, c = 1, and = 60°. Using the Law of Sine, which of the following best describes the
oblique triangle?
8. In ∆ ABC, angle C = 31°, angle B = 126°, b = 22, and c = 14. By using the Law of Sine which of the
following is the correct answer?
a. a = 106
b. a = 10.6
c. a = 1.06
d. a = 0.106
138
9. The law of sines can be used to complete the solution of an oblique triangle and there are different ways in
which the required data may be made available. Which of the following is/are not included on these strategies/ways?
10. A right triangle ABC has sides a, b, and c, and angles A, B, and C respectively. If a > b and angle B > angle
C. Then the following are incorrect except:
11. In a triangle, given angle A= 50°, angle C = 30°, and side a = 10. From these, which of the following are
the measures or values for side b and side c?
12. You are sailing a boat and need to determine your position relative to two lighthouses. You know the
distance between the lighthouses is 5 kilometers (km) and measure the angles between your boat and each
lighthouse to be 45° and 75°, respectively. Which law (Sine or Cosine) would be most helpful to find the distance
between your boat and the closer lighthouse?
a. Law of Sine
b. Law of Cosine
c. Both Laws are equally helpful
d. Neither Law is applicable in this situation
139
13. Which of the following best describes B under the Law of Cosine?
a. No triangle exists.
b. The triangle lacks information.
c. B is greater than angles A and C.
d. B is less than angles A but greater than C.
14. You wish to measure the distance across a River. You determine that C = 112.90°, A = 31.10°, and b =
347.6 ft. What can you infer about the distance across the river a?
15. A golfer takes two gentle strokes to get the ball into the hole. The first stroke rolls the ball 10.3 feet in the
northwest direction and the second stroke sends the ball due north 3.8 feet into the hole, creating a 135 angle. Which
of the following diagrams best illustrates the problem?
a. b. c. d.
16. An overhead crane is suspended from a ceiling by two chains. One chain is 4.6 m long and forms an
angle of 60° with the ceiling. The other chain is 6.4 m long. What angle does the larger chain make with the ceiling?
17. Jack and Jill both start at point A. Each walk in a straight line and their paths form an angle of 105°. If after
45 minutes Jack has walked 4.5 km and Jill has walked 6 km, what can you infer about the distance between them?
140
18. In applying the Law of Sines, which of the following conditions must hold TRUE?
19. The sum of the angles in any triangle is always 180 degrees. Consider a series of triangles where each
triangle has two equal angles (congruent angles), as x. What can you infer about the measure of the third angle (y in
degrees) in this series of triangles?
a. The measure of the third angle (y) will always be double the measure of the congruent angles (x).
b. The measure of the third angle (y) will always be a constant value regardless of the measure of x.
c. The measure of the third angle (y) will always be less than the measure of each congruent angle (x).
d. The measure of the third angle (y) must be equal to the sum of the two congruent angles (2x) to reach
180 degrees.
20. Which of the following statements best describes the relationship between the applications of
the Pythagorean Theorem to the Law of Cosine?
a. The Law of Cosine and the Pythagorean Theorem are completely unrelated formulas.
b. The Law of Cosine is a more complex version of the Pythagorean Theorem
c. The Law of Cosine is a more general formula while the Pythagorean Theorem is applicable only to
specific cases such as when one angle in the triangle is a right angle (90 degrees).
d. The Law of Cosines applies only to obtuse triangles, while the Pythagorean Theorem applies to
acute triangles.
141
ANSWER KEY
1. B
2. A
3. B
4. B
5. A
6. A
7. A
8. B
9. D
10. B
11. A
12. A
13. A
14. A
15. A
16. B
17. C
18. B
19. D
20. C
142
APPENDIX J
1, In what ways do you believe board games have enhanced students' engagement with
math content compared to traditional teaching methods?
2. Have you noticed any changes in the students' collaborative problem-solving skills since
implementing the board games in math instruction?
3. How do you perceive the students' critical-thinking abilities evolving throughout the board
game intervention period?
5. Have you noticed any instances where certain students struggled to engage with the
board game intervention? If so, what factors do you think contributed to their disengagement?
6. Have you observed any improvements in students' retention of math concepts following
their participation in board game sessions? How do you think the use of board games has
contributed to a more interactive and dynamic learning environment in your classroom?
143
APPENDIX K
1. How do you feel the board game sessions have contributed to your understanding
of math concepts and critical-thinking skills.
2. Can you describe any specific instances during the board game sessions where you felt
challenged to think critically and strategize?
3. What aspects of the board game intervention do you believe have been most beneficial
for your learning in math?
4. Have you noticed any changes in your confidence levels in tackling math problems since
participating in the board game sessions?
5. What are your expectations for your performance in the post-assessment, considering
your engagement with the board game intervention?
6. How would you like to see board games such as Achi, Tic-Tac-Toe, and Dara continue
to be integrated into your math instruction in the future?
144
APPENDIX L
STATISTICIAN’S CERTIFICATE
CERTIFICATION
This is to certify that I have thoroughly reviewed the statistical treatments and analyses of the paper
entitled “BOARD GAMES ON THE CRITICAL-THINKING SKILLS OF HIGH SCHOOL
STUDENTS” and the same has complied with the standard and acceptable statistical procedures.
Issued on the nth day of October 2024 at the Mindanao State University, Fatima Campus, General
Santos City.
(Sdg) Prof.
Accredited Statistician
145
DOCUMENTATIONS
(CONTROL GROUP)
146
DOCUMENTATIONS
(EXPERIMENTAL GROUP)
147
DOCUMENTATIONS
148
CURRICULUM VITAE
gwynkryll.nabing@msugensan.edu.ph
0946-190-8723
PERSONAL INFORMATION
Sex: Female
Nationality: Filipino
Email: gknabing@gmail.com
EDUCATIONAL BACKGROUND
2021 - Present
ABM Strand
CURRICULUM VITAE
tongkimcastilloluy@gmail.com
0949-398-7968
PERSONAL INFORMATION
Sex: Male
Nationality: Filipino
EDUCATIONAL BACKGROUND
2021 - Present
151
STEM Strand