April Ann
April Ann
LEARNERS IN MATHEMATICS
APRIL ANN
Master in Education
JUNE 2024
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EFFECTS OF GAMES IN IMPROVING THE PERFORMANCE OF GRADE 1
LEARNERS IN MATHEMATICS
Master in Education
Major in Educational Leadership
June 2024
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Approval Form
In partial fulfillment of the requirements for the degree MASTER IN EDUCATION, the
completed practicum paper entitled “”EFFECTS OF GAMES IN IMPROVING THE
PERFORMANCE OF GRADE 1 LEARNERS IN MATHEMATICS, prepared and
submitted by APRIL ANN and is hereby endorsed for approval.
This is to certify that the completed practicum paper mentioned above submitted
by APRIL ANN has been approved and accepted on June 2024 by the Oral Examination
Committee.
FELIZA ARZADON-SUA, Ed.D.
Chairman
APPROVED and VERIFIED as partial fulfillment of the requirements for the degree
Master in Education on JUNE 2024 with a grade of _____________________.
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ABSTRACT
SPED learners
Sample only
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ACKNOWLEDGMENT
This action research project would not have been possible without the guidance
and help of several individuals who, in one way or another, contributed and extended
their valuable assistance in the preparation and completion of this project.
Dr. Bartolome A Carrera, my research adviser, for his unselfish support, patience,
approachableness, guidance and most of all his encouragement for without him this
action research project would not have been finished;
My fellow teachers of ___ School for their support and cheers in the
accomplishment of this study;
My dearest and loving family who gave me all I need for the completion of this
project, and kept in pushing me to finish the course;
To all my relatives and friends who are always there to lend a helping hand, my
warm gratitude and thanks to all of you;
Last but not the least, the Almighty God for answering my prayers, for giving me
the strength and courage. Thank you so much dear Lord.
NAME
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DEDICATION
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TABLE OF CONTENTS
Page
Title Page ……………………………………………………………………….. i
Approval Form …………………………………………………………………. iii
Abstract ………………………………………………………………………… iv
Acknowledgement …………………………………………………………….. v
Dedication ……………………………………………………………………… vi
Table of Contents ………………………………………………………………. vii
List of Tables …………………………………………………………………… viii
List of Figure ………………………………………………………………….. ix
Chapter
1 INTRODUCTION
Background of the Study ……………………………………….
Conceptual Framework …………………………………………
Statement of the Problem ……………………………………….
Hypothesis ………………………………………………………
Significance of the Study ……………………………………….
2 METHODOLOGY
Research Design …………………………………………………
Sources of Data …………………………………………….........
Instrumentation and Data Collection ……………………………
Tools for Data Analysis …………………………………………
Summary …………………………………………..
Conclusions ……………………………………………………..
Recommendations ………………………………………………
BIBLIOGRAPHY ……………………………………………………………………..
Appendices ……………………………………………………………………..
A. Permit to Conduct a Study…..………………………………
B. Schedule on the Conduct of the Study…..……………………………
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C. Raw Data…………………………………………………38
D. Pre-test and Post-test Questions with Table of Specifications ………..
E. List of Instructional Materials Used with Brief Description……...…….42
F. Pictures of Instructional Materials Used ………………………………. 43
G. Pictures while Conducting the Study …………………………………...44
H.Curriculum Vitae
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LIST OF TABLES
1 Analyzing Norms……………………………………………………
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LIST OF FIGURES
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Chapter I
INTRODUCTION
Grade 1 Mathematics introduces number lines and symbols for addition. Covers
2-digit numbers, with emphasis on "tens and ones". Includes skip counting, rounding to
the nearest 10 and adding / subtracting tens. Concept of subtraction and subtraction facts
within 0-10
Thus, learners' difficulties with basic number concepts, counting and number
limited ability to visualize abstract concepts, and differences in prior knowledge due to
diverse backgrounds are common issues encountered when teaching mathematics to first-
graders. These issues are frequently exacerbated by short attention spans and the need for
The use of hands-on Games, visual aids, relating math to real-world scenarios,
playing math games, giving frequent praise, emphasizing the development of number
questions are, on the other hand, recommended effective solutions (Tilgner, 2019). All of
these strategies should be implemented while preserving a fun and stimulating learning
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intervention providing frequent positive reinforcement, focusing on building number
learning Mathematics in the form of games and also to come up of an efficient way for
the students to master the lessons in a lesser span of time. Thus, this leads to the study the
Mathematics”.
Games can be effective in teaching mathematics because they are fun and
engaging, and they help students practice and apply mathematical concepts. Games can
also help students develop critical thinking skills and reduce anxiety.
Cotabato, Philippines. Data were gathered using a pre-test questionnaire adopted by the
were analyzed using weighted means and paired and unpaired t-tests. Results revealed
that academic performance in mathematics during the pre-test was poor. However, there
was a highly significant difference between the scores before and after the intervention.
There was also a significant difference between the control and experimental groups (t=-
2.337, p=0.022), with the experimental group (M=19.18) scoring significantly higher
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than the control group (M=16.31). Based on the findings, it can be affirmed that
revisit their instructional materials and integrate game-based learning materials aligned
with specific learning objectives. Additionally, the study provides substantial evidence
and Sapin (2022), aimed to improve grade 8 participants' capacity for mathematical
underlying ideas, and solve challenging mathematical problems when they learn
mathematics through games. While having fun, educational games encourage students to
come up with original ideas and push them to learn more quickly. Instructional games
only make arithmetic ideas easier for pupils to comprehend and retain. Their confidence
is increased by the conversations students have with one another to provide a lasting
learning effect. Together, games help learners feel powerful and on par with their peers.
The quasi-experimental methodology of the current research utilized the group design of
non-equivalent pretest and posttest, comprising the experimental and comparison groups.
The researchers developed the instruments validated by the experts (head teacher and
master teachers) from the City Schools Division of Cabuyao. Participants' mean
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performance scores in the pretest and posttest data were compiled and contrasted. Using
the paired sample t-test and Cohen's d, it was evaluated whether the mean scores on the
pretest and posttest differed statistically significantly. The outcome from the posttest
frequently improved over those from the pretest. Pretest and posttest results showed a
strengthening the foundation of math concepts and the mathematical proficiency to solve
Mathematics In Junior Secondary Schools” by Orim and Ekwueme (2021), examined the
role of games in teaching and learning of Mathematics in junior secondary schools. The
secondary schools curriculum because of the place of Mathematics in the teaching and
learning of other subject areas. Though viewed by learners with negative attitude and
hatred, the paper reveals that the use of games and activities can make the mathematics
are some of the reasons behind the use of games in Mathematics teaching and learning.
Since Mathematics is a dreaded subject, the paper concluded that basic facts must be
learned before moving to basic application and each level of application should build on
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Paradigm of the Study
Games can be an effective way to improve performance in
Mathematicsbecause they can make learning fun and help students retain new
words. Games can also help students practice using English in a communicative way.
Some examples of games that can help improve vocabulary are Taboo Words
wherein players try to guess a word without using the taboo words given on the card;
Flashcard Memory Match Game, wherein players match words to their definitions;
Vocabulary Pictionary, wherein players describe a word with a drawing, and their team
guesses the word; Chalkboard Acronym, wherein players write a new word that starts
with each letter of a vertical word written on the board; Heads Up , wherein players guess
the word that another player is describing; and Word Charades, wherein players act out
The paradigm on the next page indicates how this study will work.
The box on the left signifies the input of this action research which will be the test
scores before and after the implementation of Games in the performance of the Grade 1
learners.
Meanwhile, the process deals with the administration of pretest, examination, use
of Games, administration of the post test examination and test the significant for the
Lastly the box on the right will be the output which consists of the Effectiveness
of Games and difference between the test scores of Grade 1 learners in before and after
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the implementation of Games and the effectiveness of Games in their performance in
Mathematics.
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Paradigm of the Study
Feedback
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Statement of the Problem (SOP)
of Grade 1 learners with the use of Games as a tool for learning at _______ Elementary
Hypothesis
In this study, the hypothesis below was tested in their null form at the 0.05 level
of significance:
Mathematics of the Grade 1 learners of ______Elementary School for the school year
2024-2025.
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Significance of the Study
The researcher believes that the findings of the study will benefit the following:
information and will help them to understand how the different aspects of games as an
innovative strategy. This study will serve also as input to the DepEd officials in their
incessant quest to trace out the implications of the Most Essential Learning
Competencies.
School Heads and Administrators. This study will serve as a baseline data in
planning better strategies that will help in enhancing Mathematics instruction, giving
endeavor. The content is relevant to the needs of their teaching session. Further, this will
give them better insights for enhancing the teaching-learning process. The result of the
study will lead the English teachers to introspect unto themselves on how they could
improve their teaching skills and techniques. They can use the result of this study to make
themselves sensitive to the needs of the Grade 1 mainstreamed learners who are the
Learners. The developed Games can be used as an aid in their everyday learning,
they can grasp more information using an intervention tailored to their needs. As student-
centered research, this study may benefit the students in terms of their pperformance in
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English. The formulation and implementation of interactive games as learning tools can
Researchers. This study helps and guides the future researcher to conduct more
relevant study that will ensure the continues improvement in the system. Future
researchers may be benefited also utilizing the data that this may provide sufficient data
related or similar to this study. Furthermore, they may be encouraged to apply for the
contextualized module and to tests its effects on another research locale, population, and
time frame.
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Chapter 2
METHODOLOGY
Research Design
control group pretest-posttest design to assess the results of Games in the level of learner
According to Tyler (2018), quasi-experimental study designs are the most often
used method for evaluating the results of social work initiatives and policies.
remain uncertain if the classes are actually comparable, quasi-experimental designs are
characteristics that are as similar as possible to those of the patient group at baseline (pre-
intervention). The reference category represents the results that may have occurred in the
absence of the program/policy (i.e., the counterfactual). Thus, the disparity in results
between the care and reference groups may be attributed to the program or strategy.
test whether Games has an effect to the academic performance in English of the Grade 1
learners.
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Sources of Data
The sources of data were the fifteen (15) Grade 1 learners of ____________
The learners were chosen as subjects for this action research because it was
proven that they have the least scores during the previous conducted for the subject
Purposive sampling technique was considered as the technique for this action
research since the respondents were taken from just one section.
of purposive sampling technique that involves examining the entire population (i.e.,
the total population) that have a particular set of characteristics (e.g., specific
etc.). While total population sampling is infrequently used, there are specific types of
research where total population sampling can be very useful. This article (a) explains
what total population sampling is and when it may be appropriate to use it, (b) sets out
some examples of total population sampling, (c) shows how to create a total population
sample, and (d) discusses the advantages and disadvantages of total population sampling
In any piece of research, units have certain characteristics that help to define
them. For example, if the units of interest are people, they can be defined by
etc.), attitudes (e.g., supporters of a certain political party, pro-choice in the abortion
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debate, etc.), and so forth. A sample may be defined by a small/ large number of
have some characteristics that are not very common. It is important to note that
only some characteristics are not very common, but since it is these characteristics that
we are interested in, they influence our choice of total population sampling.
The main data gathering instrument used in this research study was test questions.
The test question was developed by the research proponent. It is a 20- item multiple
choice assessment taken from the 2nd quarter lesson based from the MELCS. The
researcher also prepared table of specification following the principle of Blooms Revised
This was forwarded to the adviser for comments, suggestions and for possible
improvement of the research instrument. Afterward the instrument was forwarded to the
group of experts for content validity, correction and comment. The evaluators’ are (1)
school principal, (1) master teacher and (1) Mathematics Coordinator. The evaluators’
suggestions were considered to further improve the instrument. Moreover, the research
instrument was also administered to the Grade 1 learners of________ Elementary School,
who were not included as respondents of the study to ensure that items included are
within their abilities and developmentally appropriate. The pre-testing results and
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adviser’s served as basis for revision and/or improvement of the instrument, which was
Moreover, the researcher the computed the evaluators’ rating for content validity.
The criteria used in the content validity of the instrument were as follows; objectivity,
specificity and attainability. The computed average rating was 4.56 which is highly valid.
The approved instrument was administered to the identified Grade 3 learners during the
pretest and posttest. The results were carefully gathered, computed and analyzed using
the appropriate statistical tools such as means index of mastery and t-test for significant
difference.
The test questions aimed to measure the proficiency level in Mathematics and the
score obtained by the respondents were interpreted using the Likert scale. The instrument
The research study started implementing the Games on the 2 nd week of ____and
To obtain valid and accurate results from the data that were gathered, appropriate
For problems number 1 and 2, frequency, percentage, mean, median, mode and
standard deviation were used as tools for data analysis. Further, frequency means a
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representation, either in a graphical or tabular format that displays the number of
observations within a given interval (Young, 2020). Percentage means a relative value
indicating hundredth parts of any quantity. One percent (symbolized 1%) is a hundredth
part; thus, 100 percent represents the entirety and 200 percent specifies twice the given
quantity (Britannica, 2021). While Turner (2020) mean of a set of data points is defined
as their sum divided by the total number of data points. The actual name for this
parameter is the “arithmetic mean,” a term that distinguishes it unambiguously from the
the respondents in Mathematics before and after the learning investigation which was
Formula:
X= ∑x
N= no of students
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The following norms were used in analyzing the obtained data;
For problem number 3, T-test method was utilized to discover the improvement in
the numeracy skills in Mathematics of the Grade 3 learners. The information assembled
were arranged, assessed and broken-down utilizing rates to distinguish the learning
between the pre-test and the post-test results in Mathematics. Meanwhile, a t-test is a type
means of two groups, which may be related in certain features. It is mostly used when the
data sets, like the data set recorded as the outcome from flipping a coin 100 times, would
follow a normal distribution and may have unknown variances. A t-test is used as a
(Hayes, 2020).
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Hayes (2020) further divulged that a t-test looks at the t-statistic, the t-distribution
values, and the degrees of freedom to determine the statistical significance. To conduct a
test with three or more means, one must use an analysis of variance.
This was used to find if there is significant difference between the pretest and
T-TEST COMPUTATION
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Chapter 3
Level of Mathematics Skills of the Grade 3 Learners Before and After the
Table 2 presents the test scores of the Grade 3 learners before the implementation
of Games as intervention.
Academic performance
Frequency Percentage
PRETEST Levels
High Level Academic 0 0.00
Performance
Average Level Academic
0 0.00
Performance
Low Level Academic 15 100.00
Performance
Total 15 100.00
MEAN 3.40
The table above indicates the level of performance in Mathematics of the Grade 1
According to the table, all of the fifteen (15) participants or 100.00% achieved a
low level of performance. On the 20-item test, these participants received either a score
ranging from 1 to 5. The average score on the pretest taken by participants to gauge their
The low marks of the learners are due to the difficulty that they encounter since
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Table 3 presents the test scores of the Grade 3 learners after the implementation of
Games.
Academic
Frequency Percentage
performance Levels
High Level
8 44.44
Academic Performance
Average Level 38.89
7
Academic Performance
Low Level
0 0.00
Academic Performance
Total 15 100.00
MEAN 23.00
The table above shows the level of performance in Mathematics of the Grade 1
participants achieved high level (score = 16 to 20), while 7 or 38.89% achieved moderate
Thus, the results coincide with the study “Effectiveness of Game-Based Learning
by Orbon and Sapin (2022), aimed to improve grade 8 participants' capacity for
comprehend underlying ideas, and solve challenging mathematical problems when they
learn mathematics through games. While having fun, educational games encourage
students to come up with original ideas and push them to learn more quickly.
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Instructional games only make arithmetic ideas easier for pupils to comprehend and
retain. Their confidence is increased by the conversations students have with one another
to provide a lasting learning effect. Together, games help learners feel powerful and on
par with their peers. The quasi-experimental methodology of the current research utilized
the group design of non-equivalent pretest and posttest, comprising the experimental and
comparison groups. The researchers developed the instruments validated by the experts
(head teacher and master teachers) from the City Schools Division of Cabuyao.
Participants' mean performance scores in the pretest and posttest data were compiled and
contrasted. Using the paired sample t-test and Cohen's d, it was evaluated whether the
mean scores on the pretest and posttest differed statistically significantly. The outcome
from the posttest frequently improved over those from the pretest. Pretest and posttest
Game-based learning using different game application tools emphasizes the importance
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Table 4. Significant Difference in the Learners’ Level of Academic Performance
Table 4
t-Test: Two-Sample Assuming Unequal Variances
PRETES POSTEST
T
Mean 3.40 13.73
Observations 15 15
Df 17
t Stat -7.99807
A t-test was used to determine the difference between the pretest and post-test
findings, using t-test for two samples with differing variances was used at 0.05 level of
The results of the t-test are shown in Table 4. As a result, P (T<=t) one-tail =
1.83E-07; and P (T<=t) two-tail = 3.66-E07 are both less than alpha (<0.05). The
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difference between the means is significant when the p values are smaller than the
significance level. Thus, the significant difference depict that using the use of Games was
effective.
Thus these results were in parallel to the “Leveling up Mathematical Skills: The
validated by experts. The data were analyzed using weighted means and paired and
unpaired t-tests. Results revealed that academic performance in mathematics during the
pre-test was poor. However, there was a highly significant difference between the scores
before and after the intervention. There was also a significant difference between the
control and experimental groups (t=-2.337, p=0.022), with the experimental group
(M=19.18) scoring significantly higher than the control group (M=16.31). Based on the
the results encourage teachers to revisit their instructional materials and integrate game-
based learning materials aligned with specific learning objectives. Additionally, the study
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Likewise to the study “The Roles Of Games In Teaching And Learning Of
Mathematics In Junior Secondary Schools” by Orim and Ekwueme (2021), examined the
role of games in teaching and learning of Mathematics in junior secondary schools. The
secondary schools curriculum because of the place of Mathematics in the teaching and
learning of other subject areas. Though viewed by learners with negative attitude and
hatred, the paper reveals that the use of games and activities can make the mathematics
are some of the reasons behind the use of games in Mathematics teaching and learning.
Since Mathematics is a dreaded subject, the paper concluded that basic facts must be
learned before moving to basic application and each level of application should build on
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Chapter 4
SUMMARY, CONCLUSION AND RECOMMENDATIONS
SUMMARY
The study aimed to determine the effectiveness of using Games in enhancing the
answer the following: 1. What is the level of performance in Mathematics of the Grade 1
learners in Quarter 2 before the implementation of the intervention?; 2. What is the level
performance in Mathematics of the Grade 1 learners in Quarter 2 before and after the
which were used as the respondents of this study. This action research utilized the quasi-
experimental research design since its main purpose was to determine the effectiveness of
the use of Games in increasing the level of performance in mathematics. Fifteen (15)
learners were taught the vocabulary lessons for three sessions. They were taught using
Games. The results of the pre-test and the post-test were compared to determine whether
the use of Games will help improve the mathematics skills of the learners. The results of
pre-test and post-test of the Grade 1 learners showed that using Games was effective in
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Based on the results of their pretest and posttest, this intervention was effective and can
The following are the salient findings of the study; the Grade 1 learners were
classified under low proficiency level and all of them failed before the use of Games. The
Grade 1 learners were classified under moderate to high proficiency and all of the
learners (100%) improved after the use of Games. There is a significant difference on the
CONCLUSIONS
Based on the foregoing findings the following conclusions were drawn: The
Grade 3 learners were observed by the researcher prior to the use of Games that learners
scores in the Second Quarter of S. Y. 2024-2025, there were low in their performance in
Mathematics. Post-test results of the fifteen (15) Grade 1 learners, who were taught in
Mathematics through Games, have performed better than their previous scores thus
rejecting the null hypothesis of the study. This led to the result that there was significant
difference in the performance in Mathematics of learners before and after the use of
Games. The result of the research also revealed that the use of Games is very effective in
that the teachers can use this intervention in improving not only the performance in
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Mathematics of the learners within the grade level but also other connected skills of the
RECOMMENDATIONS
In light of the significant findings and conclusions of the study, the following
should consider aligning the game mechanics with learning objectives, tailoring
maximize their effectiveness; ensure games are relevant to the topic, encourage
student needs.
2. The use of Games is more effective than the traditional means of teaching in
3. Teachers and school administrators should integrate the use of Games in creating
lesson in teaching learners how to improve their mathematics skills not only in the
mathematics subjects but also across all subjects. This will ensure the continuity
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4. The use of Games that can be touched can help engage learners in improving their
problem solving and simulation, will make learners even more occupied in
practical problems.
5. Further studies, could be conducted using other Grade levels and learning areas
puzzles, and challenges to cater to diverse learning styles and keep students
engaged
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Bibliography
a. Books
Akerson, V. L. (2019). Teaching science when your principal says “Teach Language
Arts.” Science and Children. Sybex.
Coll, E. G. (2019). Hands-on English: Using Games in The classroom. Principal.
b. Journal
Banerjee, A., & Chaudhury, S. (2015). Statistics without tears: Populations and samples.
Industrial Psychiatry Journal, 19(1), 60-65.
Orim, R., Ekwuema, C. (2021). The Roles of Games in Teaching and Learning of
Mathematics in Junior Secondary Schools. Global Journal of Educational
Research vol 10, no. 2, 2011: 121-124
Orbon C., and Sapin S., (2022). Effectiveness of Game-Based Learning Instructional
Materials in Enhancing the Mathematics Performance of Grade 8 Learners.
Journal of Interdisciplinary Perspectives. P-ISSN: 2719-1842 .E-ISSN: 2945-
4107
c. Internet Sources
Hayes, A. (2020). -Test: What It Is With Multiple Formulas and When To Use Them.
Investopedia. https://www.investopedia.com/terms/t/t-test.asp
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Appendix A
____________
MRS. _
__________ School
_________District I
Madam:
Greetings!
The undersigned is undertaking a study entitled “___” in partial fulfillment of the degree
of Master in Education major in Educational Leadership at Colegio de Dagupan,
Dagupan City, Pangasinan.
In this regard, the researcher earnestly solicits your permission to conduct a study to the
Grade ____ learners in connection to her Action Research.
Respectfully yours,
_
Teacher-Researcher
Approved:
_
Principal III
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Appendix B
Work Plan
The study was conducted during the second quarter of SY 2020-2021 (January 2021 to
March 2021).
(Subject Teacher)
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Data Analysis Final paper
(Subject Teacher)
Completed out put
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Appendix C
RAW SCORES
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Appendix D
WITH PREPARED BY
AND VALIDATED BY
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Appendix E
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Appendix F
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Appendix G
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Appendix H
CURRICULUM VITAE
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