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Republic of the Philippines

EULOGIO “AMANG” RODRIGUEZ


INSTITUTE OF SCIENCE AND TECHNOLOGY 1
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

THE ACCEPTABILITY OF MATH GAME AS SUPPLIMENTAL


INSTRUCTIONAL MATERIAL IN TEACHING MATHEMATICS

A Thesis Proposal

Presented to the

Faculty of the College of Education

Eulogio “Amang” Rodriguez

Institute of Science and Technology

In Partial Fullfillment

of the Requirements for the Degree

Bachelor of Secondary Education major in Mathematics

by

AIMEE AYAG
DEANEJOYCE E .CAASI
JOHN MICHAEL CAELING
DARYL MACATBAG
MICHAEL NARVARTE
JOEALGES B. OPALLA

2019
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 2
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

CHAPTER 1

The Problem and Its Background

Introduction

Mathematics holds a dominating place in the

curriculum. This is so because every sector recognizes the

increasing contribution of the discipline to the progress

of the modern world as well as its traditional standing as

an element of humanistic and scientific education. Its

importance, therefore, as a key subject is a common

knowledge.

Educators nowadays are promoting the use of games to

motivate learners to sustain their interest, to give more

alertness and participation and to further improve

understanding of concepts and operational skills.

In teaching, one of the aspects helps students to

actively engage in participating and solving different

problems in Mathematics is through games. It encourages

students to have more interest in learning math.

Typical student problems are associates weakness

with core mathematical skills, disengagement, not fully


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 3
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

convinced of the importance, not fully aware of their own

weaknesses.

The idea of using games to engage students in the

process of active learning is not new. Over the several

years teaching with the use of games encourages educators

to find mechanisms for increasing student alertness and

participation and to find means of engaging more senses

such as touch, vision, emotion, among others. Sense of fun

helps with recall and games can also give immediate

feedback on current understanding.

So as part of a wider strategy, the researchers

introduced games to increase student awareness, encourage

peer assisted learning and more fun and thus improving the

potential for deep learning. So far, the games will be used

as supplemental instructional material in teaching

Mathematics in Junior High School learners.

The objective of this study is to develop games to

help improve the academic performance of students in

Mathematics as the researchers understand the situation of

the learners.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 4
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Theoretical Framework

This study is anchored on the Game theory established

by John von Neumann (1944). They wished to build a

mathematical theory, for example, using quantitative models

of competition and cooperation between the decision makers,

to study his behavior in strategic and economic decisions.

Traditional Game theory typically analysis an interaction

between two players and deals with the problem, for

example, how each player can maximize her/his payoff in a

game given that each player do not know what the other

player do. There are four basic elements in a game:

players, information, strategies and payoffs and the

concept of rationality are usually assumed in a game for

the individuals come to play. Similarly, the aforementioned

theory relates the present study through the evolutionary

game theory. It considers a population of players

interacting in a game. Individuals have fixed strategies

and interact randomly with each other. Payoff is then

interpreted as fitness, and success in the game is

translated into reproductive success. Strategies that do


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 5
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

well reproduce faster. This is straight forward natural

selection.

Conceptual Framework

The Conceptual Model which guided this study follows

the INPUT, PROCESS, & OUTPUT Model which is shown in Figure

1.

Input contains the proposed Math game.

Process involves the gathering of data, evaluation of

the given survey questioner and the analysis and

interpretation of data.

Output is the level of acceptability of the proposed

Math game.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 6
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

INPUT PROCESS OUTPUT

 Gathering of
 Problems in data through
Mathematics survey
Acceptability
 Respondents  Tabulation of of proposed
of the data Math Game
study
 Analysis and
 Proposed interpretation
Math Game
of the data.

Feedback

Figure 1. Paradigm of the Study


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 7
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Statement of the Problem

This study aimed to determine the acceptability of

Math game as supplemental instructional material in

teaching mathematics in Secondary Students.

Specifically, the researchers sought to answer the

following questions:

1. What are the features of the Math game as a

supplementary material in teaching mathematics?

2. How acceptable is the Math game as assessed by Math

teachers and BSE Math students in terms of

2.1 Usefulness;

2.2 Presentation;

2.3 Duration; and

2.4 Application?

3. Is there any significant difference between the

assessments of the respondents when grouped according to

the pupils?

3.1 Sex;
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 8
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

3.2 Age;

3.3 Year Level; and

3.4 Academic Performance?

Hypothesis

The hypothesis of the study is there is no significant

difference between the assessments of the two groups of

respondents.

Scope and limitations

The scope of the study dealt with the acceptability of

the proposed Math Game. The acceptability was limited to

usefulness, presentation, duration and application of the

Math Game. The respondents were limited to selected Math

teachers and BSE Math students of Eulogio “Amang” Rodriguez

Institute of Science and Technology. The study will be

conducted during the First Semester of the School Year

2019-2020.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 9
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Significant of the Study

The researchers believed that this Math game can

strengthen students’ mathematical skills. They further

believed that the results of the study would have great

contribution and can be beneficial to the following:

Students. The significant findings of the study will

help the learners to improve their performances in solving

mathematical problem.

Mathematics Teachers. The results of the study will

provide them a useful instructional material that would

help subjects.

Academic Communities. The research will help academic

communities and other learning institutions in developing

and expanding local research studies that will focus on the

“Evolution” of the games in teaching. It encourages the

academic to analyze how the games brings students together

in setting particular standards that relate to their

lifestyle and interests. Academic communities should


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 10
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

explore the possibilities of developing games that are

educational.

Parents. This study is also relevant to the parents.

This will enable them to understand the technology their

children use so they can guide and analyze what they see in

the games they play with the findings in the study

Definition of Terms

The following terms are defined conceptually and

operationally to provide a common frame of reference;

Acceptability. This refers to the degree by which the

respondents commend with satisfaction with the use of Math

Legends game.

Application. It is a criteria to determine the

acceptability of the Math Legends game, of how it is

applied in enhancing students’ mathematical performance,

improving students’ strategic skills, and used as a

practice drill in mastering mathematical concepts.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 11
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Duration. The duration of the game shall be 45

minutes, unless otherwise mutually agreed upon.

Math Legends. It is a researchers’ self-made game and

can be attributed as a supplemental instructional material

and math activity board game. This game is like playing

Mobile Legends, instead of killing enemies to destroy a

tower, they need to answer question inside it.

Respondents. They are the students of BSE-Math of

College of Education and Mathematics Faculty in EARIST.

Presentation. It is a criteria on how the proposed

Math game will be presented logically and orderly.

Usefulness. The involvement of the purpose, advantages

and good effects of the study for the enhancement of

students’ mathematical skills.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 12
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

CHAPTER 2
Review of Related Literature and Studies

Local Literature

Corpuz and Salandanan (2017) stated that we should

always try to relate our lessons on what our students have

experienced before. These past experiences of them will

help them to understand quickly their lesson for they

already have their basis regarding on the topic being

discussed. We should also try to engage our students to the

discussion proper and ask them questions. We, as the

facilitator of learning in the classroom should formulate

questions which will challenge their way of thinking.

Pangan (2011) mentioned Prakash’s (2007) statement

that promotes and believed in the fact that student’s

interest and teachers’ expertise plays vital role in

teaching Mathematics. Once those two factors jived, the

possibility of learning Mathematics increases. For this to

happen, the curriculum should intervene and integrate

student’s interest along with the teacher’s expertise to


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 13
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

help the former grasp a greater and deeper understanding

and appreciation of Mathematics as applied to daily life.

Moreover, as per by Logarta (2014) “The gamification

of education why playing is the future of learning”.

Gamification means using game mechanics to make teaching

more interesting, motivating, casual and fun for students.

So instead of restricting them from playing games, why not

use certain games that can increase their knowledge,

memorization and skills. Also, if lessons are given in a

game-like manner, students would tend to remember it more

than lectures that are stated in a news-like manner.

Caparoso et al. (2014), mentioned that a game is an

immersive, voluntary and enjoyable activity in which a

challenging goal is pursued according to agreed-upon rules.

They are integral parts of children’s cultural and social

lives.

Freitas (2018), emphasized that Games satisfy our

fundamental need to learn by providing enjoyment,

passionate involvement, structure, motivation, ego


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 14
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

gratification, adrenaline, creativity, social interaction

and emotion in the game itself while the learning takes

place.

Foreign literature

Collins (2012) stated that the focus is on recognizing

what students know and need to learn, while challenging and

supporting them to learn it well. All students learn

differently, therefore teachers must possess an

understanding of various pedagogical strategies to provide

meaningful experiences. To deliver meaningful experiences

teachers determine how to deliver instruction while

supporting student learning. As teachers determine the

individual needs of each student, using a variety of

techniques in response to their disability, students can

benefit from instruction.

Ambrose (2013), believes that good game-based learning

is “motivational because games can help learners to

understand the connection between the learning experience

and the real world.”


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 15
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Bahrami et al. (2012), stressed that one of the

requirements for effective learning is motivation in the

learners, lack of motivation is one of the main reasons for

poor performance of students in math, incorporating games

and recreational activities into math course can be a way

of piquing the interest of students Games bring children

satisfaction, excitement and escape from tension and

anxiety.

Pollanen and Vartiainen (2011), affirmed that by using

a board game a teacher can teach communication,

collaboration and problem solving in an engaging way.

Edward Smith and Lewis Golding (2018), confirmed that

the playing of board games enhances skills and attributes

needed in the study of mathematics.

Anderson (2016), asserted that Playing mathematics

games encourages strategic thinking, problem solving and

develops fluency. They give the chance for students to

apply their learning in a different context and the


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 16
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

opportunity to explain and discuss the mathematics involved

with their peers - often without fear of failure.

Local Studies

Ambrocio (2016) mentioned on his study that the

instructional teaching materials makes the teaching and

learning easier because it captures the attention of the

learners. Facilitates the understanding of abstract

concept, save time by limiting the use of wordy

explanation, it provides the learner with opportunity to

manipulate object in the environment.

Taclay (2013) stated that Mathematical games become an

interesting area in educational research. The study was

conducted to determine the effects of games on achievement

in geometry. It was done in one of the public high schools

in the Division of Nueva Vizcaya, Philippines. Quasi

experimental design, specifically the pretest-posttest

control group design was adopted using two intact groups of

fourth year students with 39 students each as the subjects

of the study the first group was assigned as the


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 17
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

experimental group adopting the mathematical game strategy

in teaching, while the second group as the control group

employing the traditional way of teaching. It was found

that the students who were exposed to mathematical games

strategy obtained higher achievement scores compared to

students taught using the traditional method. As a result,

the researcher recommends the use of mathematical games

strategy in presenting and discussing lessons for the

purpose of achieving higher grades.

Altamira (2013) stated on his research entitled

“Impact of collaborative learning of Grade 7 Mathematics

class” that by using cooperative learning groups for one

quarter, the students did better in the fourth quarter that

they had done the previous three quarters without using the

groups of the students, for the most part, seemed to enjoy

the opportunity to work with each other to try so solve

problems that are more complicated. With the cooperative

groups, some of the students relied on their group mates in

thinking the solutions, and they never had to think of, or


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 18
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

come up with, a solution on their own. In general, the

class bonded together.

However, it did not make a difference on the ability

levels as they quickly found out that they had to work

together and help each other improve.

Laguador (2013) as cited by Cuntapay et.al (2016) in

their study entitled “Reaching out Students through

Instructional Materials for an Innovative Approach”,

discussed that the students in collaborative learning

groups should also engage in high quality strategy use,

which includes both social and cognitive strategies. Every

teaching personnel must be very particular and sensitive to

the needs of the students, because outcome-based as a

system needs the support of everyone in the academic

community. Making the students feel satisfied with all the

services being given to theme especially on the delivery of

instruction, is an enormous achievement for the university

because it is mark of commitment to quality education.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 19
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

As stated by Tabago (2014), the effectiveness of games

as a tool for teaching concepts while motivating and

inspiring students is now well- accepted in almost all

subjects and levels of education. This study addressed the

development and validation of Pinoy Game-Based Activities.

The research utilized the R and D methodology which

included the validation of the activities and try out in

where the quasi-experiment following a one-short-pretest-

posttest design was used. It was found out that the Pinoy

Game-Based activities were valid in terms of their

instructional characteristics, objectives, and content and

evaluation categories; and therefore, are good materials in

concretizing learning of some physics concepts. The Pinoy

Game-Based activities affirm their worth and advantage as

an instructional material in teaching Mathematics.

Foreign Studies

According to Raut (2014) Board games are a great

medium of education for teaching communication,

collaboration and problem solving. They intrinsically


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 20
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

require the aforementioned skills, so it comes across as

natural, and not a force exercise.

K. J. Cody et al. (2015) stressed that the use of

games in teaching mathematics is considered a best practice

that is recognized by students as making mathematics more

meaningful. Games encourage logic-mathematical thinking,

facilitate the development of mathematical knowledge while

having a positive influence on the affective component of

learning situations, and have a positive effect on

students’ interest and motivation.

Another study was conducted by Udosen et al. (2016)

that the success of instructional games in the teaching and

learning process depends largely on the teachers who are to

ensure that it is effectively utilized. Teachers play a

fundamental role in the effective implementation of games

as an instructional material in addition to their impact on

their learners. Teachers should be academically sound in

their subject and be ready to embrace new technologies and

innovations, so they can be a positive influence to their


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 21
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

students. Therefore, teachers should use teaching methods

and materials exciting to students, this way they will get

attracted and motivated to learn.

Sato and Haan (2016) integrated various approaches in

board game education with a foundational experiential

learning approach. For Dewey, learning is "intelligently

directed development” requiring careful design and guidance

by teachers. Our players would not only be learning the

rules of the games but interacting with the systems and

other players in a direct way, which would provide many

opportunities for discussion and reflection to ― grasp and

transform their experience into knowledge.

Moreover, according to her studies Ackeman (2017)

“Play is our brain’s favorite way of learning” there are

many benefits for playing daily games in the classroom.

Playing games in the classroom increases

overall motivation. By playing games, students become more

motivated to learn, pay attention and participate in set

tasks. Games help students to become a part of a team as


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 22
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

well as take responsibility for their own learning.

They can also be a great classroom management tool, helping

to motivate a class.

Synthesis

The collected literatures and studies gathered by the

researchers are relevant to the present study. They served

as the guidelines to provide great help to the researchers’

ideas and information about teaching Mathematics.

Authors and researchers of these literature and

studies have common point of interest and that is; there

was a great improvement in the students’ enhancement and

academic achievement in Mathematics games are applied.

As cited by Ambrocio (2016), Taclay (2013), Tabago

(2014), Udosen et al. (2016), Laguador (2013),

instructional materials are aids to teaching and learning.

On the other hand, the studies and literature of

Vartiainen (2011), Bahrami et al. (2012), Pangan (2011)

Ambrose (2013), Logarta (2014), Caparoso et al. (2014),

Caparoso et al. (2014), Pollanen and Raut (2014), K. J.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 23
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Cody et al. (2015), Ackeman (2017), Edward Smith and Lewis

Golding (2018), and Freitas (2018), were all about the

effectiveness of games as a teaching tool. They further

said that “By playing games in the classroom increases

overall motivation and encourage strategic mathematical

thinking and support students’ development of computational

fluency”.

Moreover, the studies and literature of Collins

(2012), Corpuz and Salandanan (2017), Sato and Haan (2016),

Altamira (2013, Laguador (2013), were all about meaningful

experiences and collaborative learning. They found out that

to deliver meaningful experiences teachers determine how to

deliver instruction while supporting student learning and

that students had to work together and help each other

improve.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 24
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

CHAPTER 3

Methodology

Research Design

The Descriptive Method of research was utilized in

this study to describe and to interpret ‘’what it is?’’.

According to Best and Khan (1993), Descriptive Method of

research attempts to find generalized attributes in the

present conditions. This method will be used in determining

the acceptability of the game as instructional material.

Descriptive studies are usually the best methods for

collecting information that will demonstrate relationships

and description of the world as it exists. This type of

study is often done before an experiment to know what

specific things to manipulate and include in an experiment.

Bickman and Rog (1998) suggest that descriptive studies can

answer questions such as “what is” or “what was”.

Experiments can typically answer “why” or “how”.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 25
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Population and Sampling

The population of the study consists selected

professional teachers teaching mathematics subjects and

students of College of Education major in Mathematics in

Eulogio “Amang” Rodriguez Institute of Science and

Technology in order to give feedback in the proposed Math

Game. Thus, Incidental sampling was used in this study.

According to Calmorin (2016), this type of sampling design

is applied to those samples which are taken because they

are the most available.

Respondents of the Study

This study was conducted within the campus of Eulogio

“Amang” Rodriguez Institute of Science and Technology in

Nagtahan, Sampaloc, Manila. The respondents of the study

are the selected professional teachers teaching mathematics

subjects and students of College of Education major in

Mathematics in Eulogio “Amang” Rodriguez Institute of

Science and Technology with a total of 50.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 26
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Table 1

Distribution of Respondents as to Teachers

Respondents Frequency Percentage

Mathematics Teachers (Secondary) 5 50

Mathematics Professor (Tertiary) 5 50

Total 10 100

Table 1 shows the distribution of the respondents as to

Math Teachers. There are five (5) Mathematics Teachers in

secondary or (50.00%) under Mathematics; five (5)

professors or (50.00%) from Math Faculty of College of

Education and Faculty of College of Arts and Sciences.

Thus, a total of Ten (10) Teacher and Professors

respondents will be used in the study.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 27
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Table 2

Distribution of Respondents as to College Students

Respondents Frequency Percentage

BSE-Math CED 20 50

BS-Math CAS 20 50

Total 40 100

Table 2 shows the distribution of the respondents as to

College Students. There are twenty (20) College Students in

College of Education or (50%) under Mathematics Major;

twenty (20) College Students in College of Arts and

Sciences. Thus, a total of forty (40) College Students

respondents will be used in the study. They will be used as

the evaluators of the implementation of the Math Legends

Game.

Research Instrument

The following instruments was used in gathering the

data to answer the sub problems of the study.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 28
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Survey Questionnaire. This is the primary instrument

in order to elicit information and gather data. It consist

the following parts:

Part I. Profile of the Respondents. It seek to

generate data to determine the proposal characteristics of

the respondents in terms of their prepared way of study.

Part II. Assessment on the Acceptability of the

proposed Math Game. This will be used to determine the

acceptability of the proposed Math Game “Math Legends” by

the two groups of respondents as to their college

affiliation. The following will be used to determine the

level of acceptability of the proposed Math Game.

Weight Assigned Range Verbal Interpretation

5 4.50-5.00 Highly Acceptable

4 3.50-4.49 Acceptable

3 2.50-3.49 Moderately Acceptable

2 1.50-2.49 Less Acceptable

1 1.00-1.49 Not Acceptable


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 29
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Validation of the Survey Questionnaire

The researchers asks the guidance and assistance of

their adviser in the formulation and construction of the

survey questionnaire. It will be subjected to content

validation by experts in the areas of research: the adviser

and professor of EARIST. Their professional recommendations

will be incorporated into the instrument in order to

generate valid and reliable date. A separate group will be

used as subject of the dry run of the survey questionnaire.

Data Gathering Procedures

The researchers will follow the succeeding steps in

the gathering the data as follows:

1. The researchers will ask permission from the Dean of

the College of Education and College of Arts and

Sciences of EARIST to conduct a survey among their

respective students.

2. Upon the approval, the researchers will finalize the

flow of activities in order to get the information

from the target respondents.


Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 30
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

3. The researchers will show the letter of request for

the conduct of the survey to the target students. The

researchers will discuss the mechanics of the game

before the game started.

4. After the respondents will play the proposed Math

Legends game, he researchers will distribute the

survey questionnaire to the students to assess the

acceptability of the proposed Math Legends game.

Statistical Treatment of Data

In interpreting the results of sub-problem of the

study, the researchers will use the following tools:

Percentage. It is use as a descriptive measure to

determine the relationship between two (2) magnitudes,

particularly the number of respondents qualifies in one

category over the total numbers of respondents. The formula

of the percentage is

𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑟𝑒𝑠𝑝𝑜𝑛𝑑𝑒𝑛𝑡𝑠 𝑓𝑖𝑡 𝑖𝑛 𝑎 𝑐𝑎𝑡𝑒𝑔𝑜𝑟𝑦


𝑃𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒 = × 100
𝑡𝑜𝑡𝑎𝑙 𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑟𝑒𝑠𝑝𝑜𝑛𝑑𝑒𝑛𝑡𝑠
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 31
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

Weighted Mean. This is use to get the average

frequency of the responses in each weighted item. It is

used to determine the assessment of the respondents in the

acceptability of Math Legends game. The formula is shown in

the following:

𝑓1 𝑥5 + 𝑓2 𝑥4 + 𝑓3 𝑥3 + 𝑓4 𝑥2 + 𝑓5 𝑥1
𝑊𝑀 =
𝑁

where:

𝑓 = frequency at a given i

𝑊𝑀 = weighted mean

𝑁 = total number of respondents

Independent t-test. It is use to determine if the

difference between the assessments of the two groups of

respondents is significant or not. This significant is

tested at 0.05 level. The formula is

𝑚1 − 𝑚2
𝑡=
𝑠12 𝑠22

𝑛1 + 𝑛2
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 32
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

where:

𝑚1= mean assessment of the first(second) group

s12 = variance of the first (second) group

𝑛1= number of respondents in the first (second) group

However, all computations will be evaluated using the

trial version of the IBM SPSS version 23, for convenience

and accuracy.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 33
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

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EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 34
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

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INSTITUTE OF SCIENCE AND TECHNOLOGY 35
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

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INSTITUTE OF SCIENCE AND TECHNOLOGY 36
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

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Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 37
Nagtahan Street, Sampaloc, Manila
College of Education
Bachelor of Secondary Education Major in Mathematics

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