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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No.

5, December 2015 Part I


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Game Development as Students’ Engagement Asia Pacific Journal of
Multidisciplinary Research
Project in High School Mathematics Vol. 3 No.5, 110-119
December 2015 Part I
Ryan V. Dio (Ph.D.) P-ISSN 2350-7756
Sorsogon State College, Sorsogon City, Philippines E-ISSN 2350-8442
dio.ryan11@gmail.com www.apjmr.com

Date Received: November 11, 2015; Date Revised: December13, 2015

Abstract - The general expectancies of the enhanced basic education curriculum in the Philippines focuses on
the performance standards which can be expressed when students are able to produce products as evidence that
they can transfer or use their learning in real-life situations. One way to assess students achievement is through an
engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of
their learning. This descriptive method of research employed content analysis procedures and survey in describing
and assessing the significant feature of the mathematical games as potential learning devices developed by the high
school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of
the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The
study revealed that the high school students developed mathematical board games with different objectives and
mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes
along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated
in the game through question card and mechanics of the game itself. The groups of students and teachers have high
level of agreement as to the workmanship and usability, mechanics and organization, relevance to
instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to
excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching
strategy to produce products and performance that would provide evidence of students’ learning. The school
curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and
classroom utilization.

Key words: Mathematics, Game, Development, Students’ engagement project, high school, Descriptive,
Sorsogon

INTRODUCTION and performance in Mathematics, most of them would


The world today requires better foundations for rather memorize than search for deeper meaning of
technological growth through globally competitive concepts which is commonly observed in secondary
human capital as a product of quality education. schools. One of the major concerns of the numerous
Graduates of the present time and the next must be researches of mathematics educators is on how to
armed with appropriate knowledge, skills and attitude enhance students’ skills in problem solving which is
needed in building better society. The school as the an integral part of a bigger area of critical thinking, a
instrument of the state trained and made every learner generally acknowledge goal of education. Critical
to be able and ready in the field of work which is the thinking and problem solving skills as the twin goal of
true combat zone. mathematics curriculum in the Philippines[1] can be
Some of the required skills needed in the field of achieved through well planned learning activities such
work are acquired and developed in Mathematics. As as projects and home works with the integration of
universally accepted core subject in the school, it appropriate mathematical tools which include
teaches the student how to reason logically and helps manipulative objects, measuring devices, and ICT .
them develop skills that they can carry into other Garcia [2] concludes that homework if prepared
disciplines and many situations in real life. In a and planned by teacher can enhance students’ learning
practical sense, mathematics skills and understanding in mathematics. Mathematics homework should be
is one of the important bases in determining the future prepared for a particular intent or combination of
success of today’s young people. intents geared to students’ needs, learning styles and
Quality education can truly be achieved if there achievement levels. It should show wide variety of
are teachers who ensure quality time, never cease to challenging tasks of varying length, frequency, and
innovate and discover. Students show different skills level of cognitive domain it aims to address. There is a
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widespread belief that homework builds character, in the achievement of this goal by designing engaging
work habits, and academic skills. Homework for student activities/projects and using various
instructional purposes is assigned to help students assessment strategies.
practice what they did in class, prepare for new The general expectancies of the enhanced basic
lessons, extend what they have learned, or integrate education curriculum in the Philippines are express in
separately learned skills by applying them on projects. specific terms in the form of content and performance
While doing homework, students develop time- standards. The performance standards can be
management and work skills, develop positive expressed when students are able to produce products
discipline, and students learn to work at their own as evidence that they can transfer or use their learning
pace. The ultimate desire of home work is to have a in real-life situations. Thus, learning time can be
positive effect on students’ achievement. extended to include off-school learning experiences at
On the other hand, de Frondeville [3] defines home or in the community for transfer of learning to
project-based learning as a dynamic approach in real-life situations. The outputs of such off-school
which students actively explore real-world problems learning experiences are usually in the form of
and challenges and acquire a deeper knowledge. He products and performances which shall be monitored
believed that managing high-quality project-learning and credited accordingly [6].
environments are productive in any classrooms, The Sorsogon State College (SSC) as the primary
whether project learning is a central part of the higher education in Sorsogon Province is maintaining
curriculum or not. The cited ideas give insights to the the Teacher Education Program Laboratory High
present endeavor that game development as student School (LHS)that is proactive to the changing
engagement project is a worthwhile learning activity demands of the basic education sector and its
that could be done inside the mathematics classroom stakeholders in accordance with section 4 of RA 7666
situations. [7]. It is imperative that the Laboratory High School
Killen [4] in his paper posits that teaching is only of the college must be in adherence to any changes
teaching if learners learn. One way to assess students and innovations at the basic education sector governed
achievement is through an engaging activities that by the department of education so that its teacher
would require them apply the knowledge and skills education program is always updated into it. Thus,
acquired in the subject as the outcome of their each faculty should always be given chance to explore
learning. Outcomes based-education (OBE) assumes teaching learning situations by taking considerations
that students learn important things when they use DepEd issuances that would address students’ needs.
their knowledge and skills in relevant contexts and in The researcher as faculty of the teacher education
ways that require them apply what they know and to program handling high school students of the college
extend their thinking. OBE as learner centered explored the possibilities of giving student task
education starts with a clear specification of what through an engaging project activity that would cater
students are to know, what they are to be able to do, students’ creativity and be able to apply and integrate
and what attitude or values are desirable by the end of knowledge and skills acquired in the mathematics
the programme. Game development as student classroom. It started with setting goal to be achieved
engagement project in mathematics classroom would which requires clear instructions as prerequisite to the
require student transforms the knowledge and skills project activity which is the development of
learned in the subject into a concrete product that can mathematical games. Students are given chance to
be disseminated and utilized for adoption of the group themselves with at most five members and
education community as their contribution and decide what kind of game they wanted to develop with
outcome of their learning. an integration of the knowledge and skills acquired in
In his article Cruz [5] stresses that the simple way mathematics. They were tasked to show evidence that
to describe K to 12 curriculum is it is outcomes-based. such games involves aspects of mathematics such as
Students from Kindergarten to Grade 12 are being computational underpinnings played by two or more
prepared for one or more of the following outcomes: individual or teams whose rules, strategies, and
higher education, middle level skills development, outcomes is defined by clear mathematical
entrepreneurships, and employment. Teachers being parameters. Their outputs shall possess good
the front liner of the education system play a vital role workmanship, mechanics and organization which are
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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015
Dio, Game Development as Students’ Engagement Project in High School Mathematics
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relevant to classroom instructions and learning while their own math knowledge and skills improved. They
having fun and enjoyment. also reported that the use of games and activities in
Numerous studies have been conducted on the their math clubs increased students’ understanding
positive effect of games when integrated in classroom and enjoyment of math, as well as their ability to
teaching particularly in mathematics class. Teachers focus and stay engaged even when activities were
should start creating a wholesome atmosphere in the hard for them. Play experiences motivated young
mathematics classroom to better appreciate the adolescents to think mathematically were central to
subject. Given the chance to work with their group their evolving beliefs about effective teaching
mates in planning, searching, exploring, critiquing, strategies.
and creating is an innovative engaging task for the The aforementioned studies suggest that students
high school students towards the achievement of the learned best if they are actively involved in the
set challenging goal. It requires careful planning on teaching-learning process through concrete and well
the part of the teacher so that he can lead the students planned activities made by the teacher. These
properly to produce intended products as an output of assumption can be supported by experiential learning
the activity that would result to a tangible outcome of theory of Kolb which emphasizes on how experiences,
educational objectives assuring student learning. including cognition, environmental factors, and
Quan and Tan [8] introduce a game in motivating emotions, influence the learning theory and prepares
students to do creative mathematics. A particular the learner to the world of work. This could be
application of fundamental principles of counting that strengthened by the constructivism theory of Bruner
uses the entries in Pascal’s Triangle was integrated in which illustrates that learning is an active process in
the game. In doing so, some essential properties of the which learner creates new ideas based from their
Pascal’s Triangle are noted. The study involves a current and past knowledge. Constructivists believe
familiar game which appeared in a TV show called that learning should be based on activities and
PLINKO and how its outcome can be analyzed using problem that students might encounter in the real
properties of the Pascal’s Triangle through world.
observation of paths in the game which lead to a Bruner’s theory was expounded by McLeod [11]
generalization and introducing the concept of “deficit in his site that important outcomes of learning include
paths” on the Plinko game board. not just the concepts, categories, and problem-solving
The experimental study of Villarosa and Juacalla procedures invented previously by the culture, but
[9] on the effects of Trigo Wheel on students’ learning also the ability to invent these things for oneself.
in Trigonometry revealed that students’ scores from Another site of him mentions Vygotsky’s theory [12]
pre-test to post-test increased from needs which stresses the fundamental role of social
improvement to satisfactory. Trigo wheel is a device interaction with a skillful tutor in the development of
created from cheap materials featuring some cognition towards higher mental functions. Teachers’
important topics in trigonometry for fourth year high play a significant role in scaffolding where they
school level such as coordinates on the unit circle, collaborate with students in practicing the four key
sine and cosine value, conversion of degree measures skills: summarizing, questioning, clarifying, and
to radian and vice versa among others. It was predicting.
concluded that this help students understand the The present study also feed into current interest in
mentioned lessons and improved their confidence and collaborative and cooperative learning strategy,
performance in the subject. suggesting that each member of small groups should
Moreover, the study of Schlosser and Balzano work together in accomplishing a common task
[10] utilized twenty experienced, urban teachers through sharing of ideas and expertise. The ownership
volunteered to attend monthly professional of teaching and learning which include setting goals,
development workshops where they engaged in math assessing learning, and facilitating learning is shared
games, simulations, and problem-solving activities by groups of students, and is no longer the sole
based on the Common Core and modeled by college responsibility of the teacher. Students have more
faculty. It was revealed in the study that majority of opportunities to actively participate in their learning,
teachers who participated in game-based learning at question and challenge each other, share and discuss
the professional development workshops believed that their ideas, and internalize their learning which helps
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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015
Dio, Game Development as Students’ Engagement Project in High School Mathematics
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them engage in thoughtful discourse and examine school students as potential teaching device in
different perspective [13]. enhancing students understanding of the mathematical
These could be done through authentic tasks such concepts and processes. The following are the specific
as project-based learning. David [14] elaborates the objectives of this study: to describe the mathematical
core idea of project-based learning is that real-world games developed by the students; to determine the
problems capture students' interest and provoke common mathematical concepts and processes
serious thinking as the students acquire and apply new integrated in the game; and to assess the
knowledge in a problem-solving context. The teacher characteristics of the mathematical games as
plays the role of facilitator, working with students to perceived by both the students and teachers.
frame worthwhile questions, structuring meaningful
tasks, coaching both knowledge development and MATERIALS AND METHODS
social skills, and carefully assessing what students The qualitative nature of this descriptive method
have learned from the experience. Advocates assert of research is through the use of content analysis.
that project-based learning helps prepare students for Fraenkel and Wallen [17] define content analysis as a
critical thinking and collaboration skills required in research technique that enables researchers to study
the workplace. Students’ work project output reveals human behavior and obtain descriptive information of
their learning that could be exhibited as Weyers and one kind or another in an indirect way by analyzing
Dole [15] have done in the edutopia website. communications. It is just what its name implies: the
This classroom activity is in consonance to DepEd analysis of usually, but not necessarily, written
order 73, series 2012 [16] in its directive that contents of communication. Content analysis was
assessment process should be holistic, with emphasis employed in describing and analyzing the write-up of
on the formative or developmental purpose of quality the games developed by the group of SSC Laboratory
assuring student learning. The highest level of such High School students. On the other hand, to assess
focuses on the products or performances which the general characteristics of the games survey and
students are expected to produce through authentic informal interview was conducted.
performance tasks. Products or performances should This study utilized purposive sampling techniques
be reflective and evidence of what we want students to in the selection of the respondents and the group
be able to do with their learning. The memorandum projects as subject of the discussion of the study. The
emphasizes that schools are encouraged to put up eight submitted write-ups of SSC-LHS students for
exhibits of student products across subjects as the mathematical game developed been organized,
culminating activity. Thus, when parents receive the compiled, and used as the typical sample in this study.
report card and confer with teachers they will actually The board games developed by Section “A” fourth
be witnessing what students are learning in school. year high school graduating students have been
One of the outputs of this students’ engaging selected based on the criteria that these should possess
project activity in the Laboratory High School has characters of mathematics and could be utilized as a
been sent for competitions in the division level and potential teaching device in enhancing students’
able to bag an award for two consecutive school years. understanding of mathematical concepts and processes
In the competitions held last school year 2014-2015, in different grade level.
the Laboratory High School represent the Sorsogon In consonance with the directive of DepEd order
City Division in the Regional level for the 73, series 2012 [16] on the highest form of assessing
mathematical games. It is in this sense, this study has students learning focusing on the products or
been conducted to describe and assess students’ performances which students are expected to produce
output, learning, and engagement through content through authentic performance tasks, the researcher as
analysis of their write-up submitted that would give a classroom teacher handling mathematics class in
bases for integration of these outputs in the high school arrived to an idea to let the students
mathematics classroom teaching at different level. produce such kind of product. This should be
reflective and evidence of what the fourth year HS
OBJECTIVES students can do with their acquired learning in
The main purpose of the study is to describe and mathematics classrooms. This view could be
assess the mathematical games developed by the high supported by the revised Bloom’s taxonomy of
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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015
Dio, Game Development as Students’ Engagement Project in High School Mathematics
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cognitive domain with creating as the highest form of instructor of LHS were asked to evaluate the
objectives. developed game. Following the comments and
The classroom mathematics activities started with suggestions, the students were able to improve their
the orientation to the IVA Excellence students of the project using the criteria: workmanship/physical
LHS of the requirements to be submitted at the end of appearance (20%), mechanics and organization (20%),
the grading periods. One of which is the special relevance to instructions/learning (30%), and fun and
project featuring the development of mathematical enjoyment (20%), economy (10%). These criteria
game to be made by group of at most five members. have been the bases for the selection of the best
The game should feature mathematical concepts and project to represent the SSC-LHS for the inter-school
processes they have learned from schooling as fourth contest. The project chosen for competition was
year high school students. During the orientation, the subjected to more refinements, improvements, and
different stages of game development including the proofreading of the write-up.
format of the paper write-up has been enumerated, The submitted write-up of the students has been
discussed and clarified. Students were given freedom subjected to thorough review and analysis of the
what kind of mathematical games they want to researcher to describe the feature of game and
developed and what mathematical concepts and determine the common mathematical concepts and
processes to integrate. processes integrated by the fourth year students which
Each group conducted their own hands-on reflects their learning and understanding. Frequency
investigation activities such as group discussion, count, weighted mean, ranking, and spearman’s rank-
library and internet research, and simulation activity order correlation coefficient were the statistical tools
that lead them to conceptualization of the project for used in the evaluation of the games characteristics.
one grading period. At the end of the first grading
period, each group submitted their initial project for RESULTS AND DISCUSSION
comments, suggestions, and improvements. Their Mathematical Games Developed by the Students
outputs have been sent to exhibit during the Math Table 1 shows the different mathematical games
Days conducted by the Number Evaluators Club developed by the high school students which are 6 to
(NEC) of the college on September 2014 for them to 1, Matholopogy race, Mickey Mouse Math House,
have a chance to let the students at different level play The Functional Race, Math is the Way, The Math
the game and able to explain the rules and mechanics Wizard’s Game, Track n’ Field Trip, and Kaname.
of the game. Each group was able to distribute These board games reflect the mathematics concepts
questionnaire checklist to at least 10 students who in their name except for the last two mentioned
play the game during the exhibit to evaluate its games. Six of them require a maximum of 4 solo
general characteristics. players to start a game while the Mathopology race
Towards the end of the second grading period, requires a maximum of 4 pairs and the Math Wizard’s
five faculty members composed of three mathematics game requires a maximum of 2 teams of 7 players
instructors, one science instructor, and one language each to start a game.

Table 1. Mathematical Games Developed by the High School Students


Max No. of
Mathematical Game Requirements / Materials Needed
Player players
1. The 6 to 1 Game Solo 4 Board game, Marbles, dice, set of math questions
Board game, dice, cars, set of math questions (easy,
Pair
2. Mathopology Race 8 moderate, hard, extremely hard)
Board game, Mickey Mouse Cartoon Characters,
Solo 4
3. Mickey Mouse Math House stopwatch, dice, houses, set of math questions
Race board, game piece, dice, set of math questions on
4. The Functional Race Solo 4
functions
5. Math is the Way Solo 4 Board game, dice, set of math questions
6. The Math Wizard’s Game Team 14 Board game, dice, tokens, set of math questions
7. Track n’ Field Trip Solo 4 Board game which contains spin wheel, question card
8. Kaname Solo 4 Board game, dice, question card

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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015 Part I
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The 6 to 1 game utilizes board game consists of 89 riding flying broomsticks, using four balls: a Quaffle, two
holes divided into four groups, each group of holes consist Bludgers, and a Golden Snitch. The board game contains
the home and waiting shed holes. It is a game of chance, six ring-shaped goals situated atop poles of different
knowledge and patience in answering problem set in order heights, three on each side of the pitch. The game can be
to home all the 4 marbles in clockwise directions. It is played by a minimum of 2 wizards each of which can
named 6 to 1 because the key in winning the game is to get control an entire team of seven which consists of 2 beaters,
6 or 1 in rolling the dice, they cannot move unless they get 3 chasers, 1 seeker, and 1 keeper. Chasers of the team try to
6 or 1. catch the Quaffle and scored 10 points by shooting it
The board game Mathopology Race is patterned from through their opponent’s Golden Hoops and answering a
the famous television and a worldwide phenomenon game Mathematics-related question. The Seeker tries to win the
show “The Amazing Race”. The name of the game is game by finding the Golden Snitch and scored 150- points
basically derived from the words “math” and “opology”. when he answered the corresponding math problem. The
Math means a group of related sciences which is Beaters try to hit the other team’s wizards with a bludger
concerned with the study of number, quantity, shape, land, while the keeper tries to prevent the other team’s chasers
space and their interrelationships by using a specialized from scoring.
notation while “ology” which is a compound suffix, it is Track n’ Field Trip is a math board game patterned to
a combination of o which means “of” and logy which track n’ field sports where running events is being held. In
means “study, science & theory”. It could be also noted in this game, the word “trip” refers to a tour by a chosen
its appearance the topological feature of the game wherein vehicle in some chosen places in the world such as
the players are racing to reach the final destination called Disneyland, Mt. Fuji, San Francisco, Paris, and etc. There
pit stop using their knowledge and understanding through are some corresponding instructions in each destination the
series of mathematical questions that’s why it is called player has to follow including spinning the wheel and
Mathopology Race. This utilizes the common terminologies solving math problems on the space that contained it. The
of the amazing race such as express pass, yield, roadblock, first player to go back to its original position will be
and detour with the corresponding tasks and mathematical declared as winner.
problems to be answered within the allotted time. The race Kaname is derived from the Bikol word “kanam”
is only good for an hour. If the race is still not completed means game and “mi” means ours. The concept of the game
after an hour, the team closest to the pit stop will be was inspired from a survival challenge which is composed
announced as the winner. of three stages. The three stages represent the island of
The Mickey Mouse Math house is a board game which Luzon, Visayas, and Mindanao with corresponding
utilizes four Mickey Mouse characters in the known TV intensity of difficulty of questions in the board game. The
cartoons show that represents the players. Aside from the easy questions (Luzon) can be done mentally within 30
four characters, this board game uses dice, coins, houses, seconds, the average questions (Visayas) also done
and math problems. Each player shall have 10 coins each as mentally for 45 seconds, and solving the questions at the
starting money that they should keep and utilize to earn difficult level (Mindanao) can be done with scratch paper
more houses and land when they are able to answer math for one minute. Each of the level of difficulty has its
challenge problems with corresponding points according to checkpoints, bridges, traps, and gates as obstacles with the
the level of difficulty. corresponding task and/or problems the player has to
The Functional Race and Math is the Way board games perform before moving to the next level.
are patterned to the game snakes and ladders with 100 tiles The aforementioned games reflect the creativity,
in the board. They use varied game pieces and a single dice. learning, hobbies, and interests of the high school students.
Both games have their own modifications; the Math is the They create something according to the learning
Way utilizes candy and ants as obstacles to moving forward experiences in the school mathematics as inspired by their
or backward, respectively, aside from the math questions interests in any learning areas which are incorporated in
from very easy to hard questions towards candy factory their own inventions. This suggests that this activity is a
which is the 100th tile while the Functional Race utilizes proper and good venue for them to explore, express
different three groups of colored tiles, blue tiles will caused themselves, and work with others according to their
the player to solve equations or problems related to common interests in other related areas such as sports,
functions, red tiles will make lose progress, yellow tiles geography, movies, TV shows, among others.
will cause to advance a couple steps, and the black tile Classroom activities such as this can lead to the
located at the center of the board game is the finish tile. attainment of the core idea David [14] on project-based
The Math Wizard’s game is played by wizards and learning as an authentic task given by teacher to the
witches sugar-coated with mathematics as their power. This students. This where the real-world problems capture
game is patterned from the fictional competitive sport students’ interests and provoke serious thinking as the
called Quidditch in the Wizarding World of the Harry student acquire and apply new knowledge in a problem-
Potter universe, featured in the series of novels and movies. solving context. This could be strengthened by the
Matches are played between two teams of seven players constructivism theory of Bruner [11] which illustrates that
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learning is an active process in which learner creates new have the highest score or they should eliminate their
ideas based from their current and past knowledge. This opponents by acquiring all their coin and/or houses and
become the focus at present in assessing the learning of declare them as bankrupt. This illustrates further to use
students under the K to 12 curriculum [16] which is to wisely what you have acquired and gained by using your
produce products as evidence that they can transfer or use knowledge and skills in answering mathematical problems
their learning in real-life situations. in the set of questions.
These results demonstrate the knowledge and skills
Common Mathematical Concepts and Processes acquired by the students in the study of mathematics while
Integrated in the Game in high school level. It supports the idea of Killen [4] that
The games developed by the high school students teaching is only teaching if learners learn. He further
illustrate the integration of mathematical concepts and express that one way to assess students achievement is
processes. It consists two ways of integrating the through an engaging activities that would require them
mathematical concepts; the integration in the set of apply the knowledge and skills acquired in the subject as
questions, and the integration in the game mechanics as to the outcome of their learning. Outcomes based-education
how the game is played. It could be notice that the students (OBE) assumes that students learn important things when
considered algebra topics such as radicals, exponents, they use their knowledge and skills in relevant contexts and
functions, linear equations, quadratic functions, in ways that require them apply what they know and to
polynomials, slope, sequences and logarithm in the set of extend their thinking.
question card with varying degree of integration in the
game. All the developed games integrated algebra in the set Characteristics of the Mathematical Games as Perceived
of questions. This is because advance algebra was the focus by the Students and Teachers
of discussions in their mathematics class during the Table 2 reflects the assessment of the groups of
development of the game and another reason is that most of students and teachers in terms of the workmanship and
the students find difficulty in the study along this topic that usability of the mathematical games identified.
is why they integrated them in the game as drill exercises Table 2. Workmanship and Usability of the game
during their vacant time. Students Teachers
There are group of student who find interests to Mathematical Game WM D Rank WM D Rank
incorporate other math topics in the game such as geometry, 1. The 6 to 1 Game 4.62 E 6 4.20 VS 5.5
trigonometry, and statistics. An interesting part of this 2. Mathopology Race 4.93 E 1 4.40 VS 4
discussion is that the Mathopology Race group integrated 3.Mickey Mouse 4.82 E 3 4.80 E 1.5
math riddles in their game which is a good venue for Math House
enhancing the critical thinking and analysis as illustrated by 4. The Functional 4.44 VS 8 4.00 VS 7.5
the example below: Race
5. Math is the Way 4.91 E 2 4.80 E 1.5
6. The Math Wizard’s 4.67 E 5 4.20 E 5.5
A word I know, six letters it contains. Subtract just Game
one, and twelve is what remains. 7. Track n’ Field Trip 4.47 VS 7 4.00 VS 7.5
8. Kaname 4.78 E 4 4.60 E 3
In situation like this, students could create stories and
rs = 0.84, significant p < 0.05; D- Description; E-Excellent; VS-
phrases incorporating the mathematical relationships and Very Satisfactory
features in the statements. This generates imagination and
provokes critical thinking skills of the students in the world The two groups of respondents rated the games from
of mathematics and other branch of study. 4.00 to 4.93 which fall under the description of very
Moreover, the mathematical games integrated concepts satisfactory to excellent level. The table shows that both
of counting and probability in the mechanics of playing the group of respondents rated the workmanship and usability
game since all use dice as part of the procedures before of Mickey Mouse Math House, Math is the Way and
moving towards the finish line. Without their intentions, Kaname as excellent. The respondents perceived that these
they developed a game of chances from the time on how board game including the Mathopology Race are the top 4
they started the game and how they play the game. in terms of workmanship and usability which met the
Geometrical concepts have been integrated in the game in required standards in terms of the artistic quality, easy to
the sense that each board game features geometrical figures manipulate and can be used in a several teaching-learning
that lead to the players’ familiarization of them. On the situation for a longer period of time.
other hand, the Mickey Mouse Math House board game The computed correlation value of rs which is 0.84
integrated Business Mathematics concepts in the game revealed the significant high positive relationship between
where players aimed at gaining more coins, lands, and the assessments of the two groups of respondents. This
houses. With the goal of winning the game, they should means that the respondents have high level of agreement in
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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015
Dio, Game Development as Students’ Engagement Project in High School Mathematics
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their evaluations of the games along workmanship and Table 4 illustrates the relevance of the game to
usability as revealed by the results of the top 4 and below 4 instructions/learning as assess by the students and teachers.
rated games. Furthermore, both group of respondents agree Both the students and teachers perceived that the developed
that the Functional Race and the Track n’ Field Trip board mathematical games such as Mathopology Race, Functional
game have to improve its workmanship and usability Race, Math is the Way, and Kaname are excellent along this
because they are made of cardboard which can easily be area as illustrated by their mean rating from 4.60 to 4.88.
destroyed. The respondents agreed that these board games mentioned
Table 3. Mechanics and Organization of the Game can give accurate and significant picture of math concept
Mathematical Game Students Teachers they represent and can stimulate thinking appropriate to the
WM D Rank WM D Rank learner’s ability, interest, and experience. This suggests that
1. The 6 to 1 Game 4.60 E 7.5 4.00 VS 7.5 these games possess the characteristics that they could be
2. Mathopology Race 4.82 E 2 4.80 E 1.5 utilized as supplementary tools or device in the teaching
3. Mickey Mouse 4.74 E 5.5 4.20 VS 5.5 and learning of the topics integrated in the game which can
Math House be done during the lesson discussions or during the vacant
4. The Functional 4.80 E 3.5 4.60 E 3 time.
Race A computed correlation value of rs = 0.89 of the ratings
5. Math is the Way 4.90 E 1 4.80 E 1.5
of the students and teachers is found to be significant (p <
6. The Math Wizard’s 4.60 E 7.5 4.20 VS 5.5
Game
0.05) which means that the two group of respondents
7. Track n’ Field Trip 4.74 E 5.5 4.40 VS 4 consistently rated the games from the lowest to highest in
8. Kaname 4.78 E 3.5 4.00 VS 7.5 rank along this area. The respondents have high level of
rs = 0.73, significant p < 0.05; D- Description; E-Excellent; VS- agreement that the Mathopology Race, the Functional Race,
Very Satisfactory Math is the Way, and Kaname are the top 4 board games in
terms of its relevance to instructions/learning. These could
Table 3 shows the assessment of the two groups of be functionally utilized during the Independent cooperative
respondents in terms of the mechanics and organization of Learning (ICL) period and/or vacant time as instructional
the game. It can be gleaned from the table that both group devices that supplements in the learning of mathematics
of respondents rated mathematical game Mathopology while having fun.
Race, Functional Race, and Math is the Way from 4.60 to
4.90 which fall at excellent level. These top 3 board game Table 5. Fun and Enjoyment of the Game
along this criterion have clear, organized, easily understood Students Teachers
by the players, and has systematic presentation of the Mathematical Game WM D Rank WM D Rank
mechanics on how they are played as perceived by the two 1. The 6 to 1 Game 4.54 E 8 4.20 VS 7
groups of respondents. Generally, the students rated the 2. Mathopology Race 5.00 E 1 4.60 E 2
board games as excellent while the teachers rated them as 3. Mickey Mouse 4.88 E 2 4.60 E 2
very satisfactory. The table also shows that the two groups Math House
of respondents have similar ranking as to which of them is 4. The Functional 4.76 E 4.5 4.20 VS 7
highest and lowest in terms of the mechanics and Race
organization. This result could be strengthened by the result 5. Math is the Way 4.80 E 3 4.40 VS 4.5
of correlation value ( rs = 0.73, p< 0.05) which denotes high 6. The Math Wizard’s 4.76 E 4.5 4.40 VS 4.5
degree of agreement between the group of respondents’ Game
evaluation. 7. Track n’ Field Trip 4.60 E 7 4.20 VS 7
Table 4. Relevance of the Game to Instructions/Learning 8. Kaname 4.70 E 6 4.60 E 2
Students Teachers
Mathematical Game WM D Rank WM D Rank
rs= 0.69, Significant p < 0.05

1. The 6 to 1 Game 4.40 VS 8 4.00 VS 8 Table 5 shows the assessment of the students and
2. Mathopology Race 4.88 E 1 4.80 E 1.5
3. Mickey Mouse Math 4.60 E 7 4.40 VS 5
teachers in terms of fun and enjoyment that could be
House obtained from the game. It can be noted from the over-all
4. The Functional Race 4.80 E 2.5 4.80 E 1.5 rating of the students for each game ranges from 4.54 to
5. Math is the Way 4.77 E 4 4.60 E 3.5 5.00 which fall at excellent level. This signifies that
6. The Math Wizard’s 4.63 E 6 4.20 VS 6.5
Game
students enjoy so much each game. Their assessment on
7. Track n’ Field Trip 4.73 E 5 4.20 VS 6.5 Mathopology Race, Mickey Mouse Math House, and
8. Kaname 4.80 E 2.5 4.60 E 3.5 Kaname board games is similar to the assessment of
rs = 0.89, significant p < 0.05; D- Description; E-Excellent; teachers which is at excellent level. Teachers’ assessment
VS-Very Satisfactory on the other five games falls on the very satisfactory level
which can be attributed only as to their perceptions since
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Asia Pacific Journal of Multidisciplinary Research, Vol. 3, No. 5, December 2015
Dio, Game Development as Students’ Engagement Project in High School Mathematics
_______________________________________________________________________________________________________________

they did not actually play the game while the students he set target or goal on what students should be able to
utilized the game during their leisure/vacant time which do and what desirable attitude or values to be achieved
leads them to a better appreciation of the mechanics and based from what they have learned in the activity. As
objectives of the game. highlighted in the zone of proximal development
The computed correlation value (rs = 0.69, p < 0.05) is
theory of Vygotsky that students need the guidance
found to be significant which means that the students and
teachers have agreement as to their assessment in terms of and encouragement from a skilful individual in order
fun and enjoyment of the game. It signifies that the top 4 to achieve the optimum and desirable result. A
board games which can give enjoyment to any players are collaborative and cooperative undertakings between
the Mathopology Race, Mickey Mouse Math House, Math is and among group of students should be emphasized
the Way, and the Math Wizard’s Game. Data suggest that while doing the project development where they
the developed board games possess the characteristics that develop time-management, work skills, and positive
can provide players relevant learning; improve discipline as lifelong learning. When students are
mathematical skills, artistic ability and sportsmanship; and given a chance to work with others, they could
provide relaxations and enjoyment. explore and create products as a result of their
learning and shared experiences according to their
CONCLUSIONS AND RECOMMENDATION common interests and skills.
In the light of the foregoing findings of this study, the
following conclusions are drawn: (1.) the high school Cognizant to the outcomes-based education,
students developed mathematical board games with teachers in any subject area may use students’
different objectives and mechanics as inspired by their engagement project as strategy to produce products
learning, experiences, hobbies, and interest; (2.) students and performance as evidence of learning. Mathematics
integrated mathematical concepts and processes such as teachers may integrate mathematical concepts and
numbers and number sense, algebra, geometry, probability processes along students’ context and interests in any
and statistics through question card and mechanics of the area of study for better appreciation of the subject.
game itself; (3.) the students and teachers rated the The developed board games by the students may be
workmanship and usability, mechanics and organization, further improved and validated and can be used as
relevance to instruction/learning, and fun and enjoyment of
potential math devices for learning and instructions.
the game from very satisfactory to excellent level; (4.) the
students and teachers have high degree of agreement in
Moreover, curriculum makers may consider the output
their evaluations along the perceived characteristics of the of the students as subjects of research for further
game. improvements, exhibits, and classroom utilization.
It is generally observed that students show
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