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Improving Mathematical Performance of Grade 6 Pupils Thru Game Based Learning

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0% found this document useful (0 votes)
56 views5 pages

Improving Mathematical Performance of Grade 6 Pupils Thru Game Based Learning

Uploaded by

Shefa Capuras
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Improving Mathematical

Performance Of Grade 6 Pupils


Thru Game Based Learning

By: Shefa C. Capuras


Abaca Elementary School
Cataingan West District
Cataingan, Masbate
I. CONTEXT AND RATIONALE

This research presents a study that aims to improve our knowledge of how games can be

used in math instruction. Its objective is to improve the math performance of at-risk grade six

students. We examine the impact of playing teacher-created games on student learning as

well as the effects of game creation on students' development of computational thinking

skills. It looks at the differences in mathematics performance of learners before and after

they used game-based learning tools.

II. RESEARCH QUESTION

Game-based learning is an innovative enrichment strategy that uses mathematic

instructional games to help Grade 6 students improve their mathematical skills and

performance. Every relevant mathematical topic incorporates game-based learning. This

allows students to study at their own pace, with the teacher's responsibility should be to

facilitate and guide students who are unfamiliar with the game's rules and procedures. This

project aimed to answer the following questions in particular.

1. What was the math performance level of grade six students before the enrichment

activity was implemented?

2. What is the performance level of grade six students in mathematic 6 after the

enrichment activity has been implemented?

3. Is there a marked difference in the use of game-based learning materials in

mathematics between the pre-test and post-test among grade six students?
III. PROPOSED INNOVATION, INTERVENTION AND STRATEGY

Mathematics curriculum planners are constantly striving to include a variety of approaches

and tactics for teaching and mastering the topic, but they frequently overlook games. Playing

games, in particular, has been demonstrated to improve learning in and out of the classroom

(Hannah Smith et al., 2020). Games develop engagement, excitement, motivation, and

teamwork in children as they play and learn (Devlin, 2011). Games are even more appealing

since they are adjustable, allowing teachers to tailor them to the requirements and levels of

individual pupils (Wang & Hung, 2010). They give a natural setting for youngsters to

encounter the cycle of failure, effort, and eventual achievement, allowing them to develop

academic abilities such as logical thinking and literacy (Chou, 2017).

The treatment period for this research study lasted five school days. The middle three days

were designated as instructional days in order to incorporate game-based learning principles

into classroom instruction. The classic game of Bingo, for example, can be transformed into

a fun teaching tool for learning addition, subtraction, multiplication, and division. Each sixty-

minute period of math instruction lasted sixty minutes.

The final day of the study might be used for post-study assessments and attitude surveys.

Students can also be interviewed on the last day of the session wherein each interview can

last between five to ten minutes. Questions like, "How do you feel about the math lesson in

the classroom?", "What do you think about the game-based learning that we've been

doing?" or "What was your favorite/least favorite activity?" These semi-structured interviews

can be audio recorded and transcribed.


IV. ACTION RESEARCH METHODS

A. Participants And/Or Other Source Of Data And Information

This study focuses on improving the learner’s math performance. This will be conducted in

Abaca Elementary School, Cataingan West District during the school year 2021-2022 with

15 respondents. It aims to increase performance level of at risk grade six pupils in

mathematics. It specifically examines the significant difference in the mathematical

performance before and after using game-based learning materials among learners.

B. Data Gathering Methods

To successfully implement Game-Based Learning, researchers prepared the necessary

materials, rules, and procedures, including game play guidelines, in order to incorporate

them into their related math content or topics.

Data from interviews, video recordings, field notes, surveys, and pretest, midtest, and

posttest assessments can be used to examine the effect of game-based learning on student

attitude and achievement.

C. Data Analysis Plan

The table below shows the percentage of students in the class whose grade are below or

above the grade of 80. The difference in each quarter are shown below:

TABLE 1 TABLE 2

1ST GRADING 2ND GRADING


6.67%

20%

80%
93.33%

80 ABOVE BELOW 80 80 ABOVE BELOW 80


Based on the table above, out of 15 grade six students only 1 student from the class (6.67%)

got an average grade of 80 for the first quarter while the other 14 (93.33%) got grades below

80. A slight increase happened in the second quarter. 3 out of 15 students (20%) got grades

above 80 and 12 out of 15 of these students (80%) got grades below 80.

V. REFERENCE

Hannah Smith, by, Ottmar, E., & Ivon Arroyo, A. (2020). Learning Through

Games: How Math Games Can Enhance Education APPROVED.

Devlin, K. (2011). Mathematics education for a new era: Video games as a medium

for learning. CRC Press.

Wang, Z., & Hung, L. (2010). Kindergarten Children's Number Sense Development through

Board Games. International Journal of Learning, 17(8).

Chou, M. J. (2017). Board games play matters: A rethinking on children’s aesthetic

experience and interpersonal understanding. Eurasia Journal of Mathematics, Science and

Technology Education, 13(6), 2405-2421.

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