CBAR
CBAR
ACTION RESEARCH
JEZELYN C. FABELINIA
STUDENT TEACHER
APPROVAL SHEET
G O R D O N C O L L E G E ii
College of Education, Arts, and Sciences
and recommended for acceptance and approval for the oral examination.
Chairperson Member
Accepted for the partial fulfillment of the requirements in the degree of Bachelor of
TABLE OF CONTENTS
Title Page i
Approval Sheet ii
G O R D O N C O L L E G E iii
College of Education, Arts, and Sciences
Abstract iii
Acknowledgement v
Dedication vii
Table of Contents viii
List of Tables ix
List of Figure xi
Appendices xii
Chapter 2. Methods
Research Design
Locale of the Study
Data Gathering Procedure
Research Instrument
Data Analysis
Innovation/ Intervention/ Strategy
Summary of Findings
Conclusions
Recommendations
References
Appendices
Curriculum Vitae
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CHAPTER I
RATIONALE
student learning. The learning, in this case, comes from playing the game, which
achieved through digital or non-digital games and simulations that allow students to
experience the learning firsthand. Game-based learning refers to the borrowing of certain
gaming principles and applying them to real-life settings to engage users (Trybus 2015).
with educational materials in a playful and dynamic way. Game-based learning is not just
creating games for students to play, it is designing learning activities that can
incrementally introduce concepts, and guide users towards an end goal. Traditional
games can incorporate competition, points, incentives, and feedback loops. These
concepts have become increasingly popular in higher education and in libraries as a way
important element of learners health learning development (Gitsburgs, 2011) and offer
pleasurable learning through collaboration (Kirriemuir & Mcfarlene, 2014). Good Games
provide engagement at cognitive, affective and operative levels (Attard, 2015). Games
encourage strategic creative thinking as students find different strategies for enhancing
their scientific skills (Rutherford 2015). Game can seem like more of a distraction than an
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instructional tool (Pak, 2011). In the Philippines, learning Mathematics and acquisition of
mathematical skills can be made possible through ancient multicultural games like piko
and sipa (Rodrigo, 2010). Game-based learning is an approach which can be used by a
teacher in learning and acquiring mathematical skills and other subjects. Game-based
lessonss(GBLs) are developed by Macaraeg (2011) in teaching science and health. The
science and health.The foregoing research results revealed that gaming has beneficial and
detrimental effects. These results further suggest that the power of games as tools of
learningremain inconclusive. Moved by these research results and the challenges posed to
physical education teachers to engage students to learn, the researchers are inspired to
develop game-based learning in teaching the Four Fundamental Operations among Grade
8 Students. The developed game–based learning will contribute to a more exciting, better
must use different approaches in teaching like using game-based learning. A single
situations may require different approaches. Classroom situations vary all the time,
therefore, the teacher must be flexible in his approaches. The teacher must have a wide
knowledge of the approaches and strategies for him to know what specific approach he
should apply to a particular situation at a given instance. This is the gist of the art of
In this context, the researcher undertook this study to explore students' mastering
proposal that promotes a new teaching paradigm conducive to effective student learning.
The research intends to enhance existing instructional materials and teaching strategies in
among students. Consequently, the findings of this study will serve as a solid foundation
Conceptual framework
constructivism, which posits that learners assimilate new knowledge by integrating it into
Bansilal, & North, 2018; Hatano, 1996). Piaget's theory emphasizes that learners actively
build and construct new knowledge or skills based on their existing understanding
(Kramer, 1996).
In the context of mathematics education, this study recognizes that learners cannot
effectively grasp mathematical concepts in isolation from their prior knowledge. Mogari
(1998) supports this idea, noting that learners bring their preconceptions, ideas, and
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experiences about mathematical principles, practices, and concepts into the classroom.
influenced not only by learners' prior understanding but also by the necessary knowledge
they need to acquire (Mogari, 1998). In this study, the researcher acknowledges that
perspective, the study aims to address these misconceptions by connecting new learning
mathematical understanding.
theoretical framework into the research study, the aim is to master the four fundamental
Mastered Skill in
1. Pre-test Score
Four Fundamental
2. Post test Score Integration of Operations
3. Game-Based game-based
Learning learning
Data Analysis
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Figure 1
Research Paradigm
Figure 1 shows the outline of the research study which shows the input, process and
output. The inputs are the pretest, posttest and the use of short
reels videos. The process was the Integration of game-based learning. The output is the
This study aims to master the four fundamental operation through game-based
approach.
1. How may the pre-test and post test score of the experimental group may
described?
2. Is there a significant difference between the pre-test and post test of the student
respondent.
Hypothesis
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There is no significant difference between the pre-test and posttest of the student
respondent.
Department of Education (DepEd) Olongapo City. The result of the study can be used
School Administrators. The result of this study will serve as their basis for what to
improve in the learning system and will help them to achieve a higher quality of
School Math Coordinators. The result of the study will help the coordinators to plan
and to organize the program so that the use of game-based learning as a teaching strategy
will improve the academic performance of its school as well as provide a meaningful
Teachers. The result of the study will provide a new strategy for teachers to teach their
Students. The student will benefit if their teachers can provide good teaching. This will
increase their critical thinking, problem-solving, and higher-order thinking skills. The
study will serve as a basis on how to train the students to think, reflect, practice, and work
collaboratively.
Future Researchers. The study may inspire future researchers to continue searching for
the effectiveness of Game-based learning inside a classroom. This may serve as a map
that they can use while exploring the world so that they can find the most efficient and
effective method of teaching. This will also serve as a strong guide for the further
research that they are going to conduct, and that research will confirm the results of this
study.
This study aims to master the four fundamental operation through game-based approach.
The study limited its concern to the following: (1) pretest; and posttest: (2) significant
difference between the pretest and posttest scores of the experimental groups.
The respondents of this study are selected Grade 8 students of Olongapo Wesley School
Inc. The study was conducted during the fourth quarter of the school year 2023-2024.
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Definition of terms
Division- the action of separating something into parts or the process of being separated.
Experimental Group- is the other one and is the group in which you are testing
something.
Game-based learning- brings the strategies, rules and social experiences of playing a
Piko- The Philippine variation of the game hopscotch. The players stand behind the edge
of a box, and each throws their cue ball. The first to play is determined depending on the
players' agreement.
game. Along with tumbang preso, it is one of the most popular outdoor games played by
segment and often used in conjunction with a pretest to measure their achievement and
Subtraction- The process or skill of taking one number or amount away from another.
Traditional Games- games that have been played across multiple generations, usually
CHAPTER II
RESEARCH METHODOLOGY
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This chapter presents the research design, locale of the study, data gathering
the study.
Research Design
or more variables and observe a group under a certain condition or groups experiencing
different conditions. By assessing the results of this type of study, you can determine
correlations between the variables applied and their effects on each group.
test both before and after the application of the stimuli. This provides a comparison of
performance with and without application for researchers to make judgments about the
Overall, this study will focus on selected Grade 8 students at Olongapo Wesley School
Inc. , and the researcher will utilize purposive sampling to gather data from the entire
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population of interest. This ensures that findings are directly applicable to the entire
population under study.
This study was conducted at Olongapo Wesley School Inc, It is located in 890
Figure 1
Research Instruments
administering pretest and posttest assessments at the beginning and end of the educational
intervention. The pretest and posttest that will be utilized are based on the designated
Most Essential Learning Competencies (MELCs) and validated by the experts. The data
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that will be collected serves as the basis for evaluating the improvement in students’
academic performance.
Validation Test
The assessment test utilized in this research has been exclusively adopted by the
Data Analysis
The collected data will underwent organization and analysis using Statistical Package for
Social Sciences Version 26 (SPSS). Adhering to the software's guidelines, the specific
formulas and statistical tools employed were not explicitly stated, as the computer
study employed various statistical techniques to address the specific research questions
and challenges. (1) Mean will be used to identify the general magnitude of the
significant difference in the pretest and posttest scores of the experimental group.
Intervention/ Strategy
Game-based Learning Design becomes one of the most highly engaging teaching and
learning strategies. Hence, the researchers developed their own version of game based
learning design which were of great relevance in teaching the Four Fundamental
Operations. The researchers based their game-based learning on the traditional Filipino
games such as the piko and patintero which they named the games after it. The
MathPiko, MATHintero and Math-Talas were the game based design which they
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developed. The latter contained series of exercises involving the Four Fundamental
Operations while applying the rules and regulations of the game Piko. Learners played
calculations they needed to solve, if they solve them correctly, they would advance to the
next brick contained on Math-Piko but if they failed to answer them correctly, they would
lose points and would incapacitate them to advance to the next level as represented by the
brick on Math-Piko. Game duration or time limit was also given. Consequently, there
were five (5) practical questions relating to the Four Fundamental Operations given
learners need to hit at least two (2) standing bottles out of the five similarly standing at
the same place. Learners once they hit the bottle, there were corresponding practical
questions relating to the Four Fundamental Operations contained inside the bottles. If
they answer the questions correctly, each learner would garner a certain point which
likewise contained in the bottles and lastly the Mathintero it is a traditional game
Patintero, the mechanics of the game is learner will group into two during this play we
have the passer and the defender during the game passer need to pass all the defender but
before the passer came to his/her groupmate he need to answer the questions, They can
proceed to the next level till the answer the fundamental operation questions. Notably, in
the discharge of this game-based learning design, the researchers also created scoring
rubrics as to evaluate learners’ performances during the game and the entire teaching and
learning process.
During the 8 weeks session, Every week has its designated topics from first week
during the first week session our topic is about Addition, for second week is review for
addition and new topic which is subtraction and third week will be the initial assessment,
fourth week and fifth week will be Multiplication, sixth week and seventh week the topic
will be division and lastly the eighth week will be the final assessment, as we can see the
I give more time in multiplication and division because we all know that multiplication
and division is quite hard to learn so I want to focus more on this fundamental operation
REFERENCES
[1] Akitunde, R. A., Zakaria, N. H., Hasali, N. H., Jimoh, H., Nafis, A. W., & Osman, M.
(2012). Studies on pollen viability Heterosis in parents and F1 hybrids of Genus Solanum
https://doi.org/10.1002/04716 67196.ess0264.pub2
[3] Game-Based Learning. (n.d.). The Study Skills Toolkit for Students with Dyslexia,
010-708f-4c35-80cf395e698735c0
[5] Quintus, P.-H. (2012). The effects of College Students’ in-class and after-class
[6] Setyawati, L. (2019). USING team Pair solo to IMPROVE STUDENTS’ reading
https://doi.org/10.32503/eduli nk.v1i1.452
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