Professional Documents
Culture Documents
College of Education
An action research
presented to
The Faculty of College of Education
In partial fulfilment
of the requirements for the degree
Bachelor of Secondary Education
2018
INTRODUCTION
tertiary). Nobody can avoid mathematics. Whether they like or not, math is already part of their
lives. But why do many people still hate mathematics subject? Many children find it hard to
learn the lessons in math. They are having anxiety in answering on the board, or any activities
of their math assignments and exams. Also, according to Gurganus 2010, cognitive factors are
one of the problems of the students. Most of the students with mild to moderate disabilities have
cognitive factors that hold back learning. This means that the students don’t really find math as
an interesting subject.
According to the surveys, the mathematics is also one of the most boring subjects. The
students find it hard to understand the lesson so they tend not to listen. (Ocadiz, 2017)
Many teachers use mathematical games and activities in putting an effort to engage the
students in learning. Games have been employed for drill and practice, warm-up activities and
Use of games in teaching mathematics is considered a best practice (Moore, 2012) that is
Teachers introduce games to students for a range of reasons, including that for an
improved attitude towards mathematics (Nisbet & Williams, 2009), enjoyment (Booker, 1996),
motivation and engagement (Bragg, 2003; Provenzo, 1991), disguising of drill and practice
(Lim-Teo, 1991), the development of social skills (Ernest, 1986; Oritz, 2003) and as a warm-up
On the other side, students (especially those who are in elementary and secondary level)
are very interested in games. Most of them are very active when there is a game activity in
school. That is why, the researchers decided to make a research on how to make mathematics
lesson more interesting and fun. How a newly developed game can help the students to change
importance of the board games in the learning process of the students. Specifically, the study
sought answers to the following problems: (1) how did the board game developed? (2) How the
students assessed the geobrasic board game? (3) What are the feedbacks of the students towards
The study involved the twenty-nine Grade 7 students, who had shown advanced
performance that was addressed as the STE section at Llanera National High School, as
respondents in the implementation of GeoBraSic board game that was conducted in the said
school. This study used the action method of research, and questionnaire checklist as the
instrument in gathering numerical format of data from the respondents. This study also utilized
interview which was done with the respondents to describe their individual experiences. The
numerical results of the study were analysed using the following statistical tools:
1. Descriptive statistics such as frequency counts, and percentages were used to describe the
effectiveness of the board game. Weighted mean and ranking system were also involved
in interpreting data.
2. The average performance of the board game was given interpretation using the scales:
1.49-Not Effective.
SPSS was used in the investigation of data for descriptive statistics and finding the
This part presents, analyses, and interprets data gathered from the selected grade 7
The researchers came up with this kind of board game after so many trials in improving
the game, repairing some part that needs improvement, and adding the suggestions of the
adviser.
The “geobrasic board” is made up of illustration board, colored paper, duct tape and a
printed board design, including the rules and regulations of the game together with the colour
challenges. For the questions that were personally made by the developers, they assigned each
one of them to make questions about basic mathematics, geometry and algebra. These
questionnaires were made up of cut papers that has printed questions on it, and the choices, also
the reward and consequences. It also has a dice for the fair judgement on who will move first.
For the rules of the game, first before starting the game, student will toss the die. The one
who got the highest number will be the one to have the first move; and so on. If ever draw will
occur, they need to repeat the tossing. Second, there must be a person to be assigned as the game
master and the “master is not allowed to play”. Third, players move will start depend on the
number of move they get from the card. Forth, every player must have their own scoring sheet (a
piece of paper will do). Fifth, if ever the player did not able to answer the question, player will
have to face the consequence written on the card. Sixth, they must follow the challenges in every
colour that they may encounter. Seventh, the player must answer according to the given time
written in the card. Eighth, if ever the player stopped at the blue box, the dare to be made must
be possible and safe to do. Lastly, the master of the game will decide the “dare” of the player.
And for the challenges that can be seen in the game board, here are the following colours
that corresponds a challenge, first is the colour “black” that says “please go back to 1”, if the
player of the game stopped in the colour black, he or she should go back to the box number one
(1). Second colour is “blue” that says “dare me”, it means that the game master will say a dare to
the player who stopped at the blue box. Third is the colour “yellow” that says “jump above
level”, meaning the player who stopped at the yellow box should jump at the box above the
yellow box. Fourth is the colour “orange” that says “plus one” that means the player should
move to another box beside the orange box. Fifth is the colour “green” says “power to display”,
meaning that the player who stopped at the green box have the power to choose who among the
other player he or she wants to displace. And lastly is the colour “red”, it says “wait for your
turn” meaning that the player who stopped at the red box, he or she will not make a move in one
rotation, after that, it is the only time that they can continue to play.
At first, the developers made a simple board game that was inspired and almost similar to
the game “snake and ladder”. Then their adviser suggested in dividing the board into four that
has 25 boxes each to make it unique to any other board game. Then after making another board
game, the developers decided to run the game with special participation of other researchers.
Their feedback are all positive, but their adviser advised them to conduct a survey to the lower
level (secondary) to prove if their board game is fun, interesting and educational.
The developers went to a national high school somewhere in Llanera (Llanera National
High School), where they conducted the survey. They let the students play as they acted as the
game master.
Based on their experienced and also based from the assessment of the students in Llanera
National High School, they said that the board game was fun, exciting and very educational.
the implementation of GeoBraSic board game were female which consist of 22 (76%)
respondents. Whilst, the least of the respondents were male, which is composed of 7 (24%)
respondents.
Table 2.1.1:
Distribution of Respondents According to Sex
Course F % R
Male 7 24 2
Female 22 76 1
Total 29 100.00
2.2 Assessment of GeoBraSic board game in accordance with its physical appearance
and content.
creativity.
The table 2.2.1 shows the performance of the GeoBraSic board game in accordance to its
physical appearance. It can be seen that in the category of attractiveness the mean score was 3.62
which were verbally interpreted as highly effective. Whilst, in uniqueness, durability and
cleanliness the mean scores were 3.59 which were verbally interpreted as highly effective, also
we can see that in category of creativity the mean score was 3.83 which was verbally interpreted
The findings showed that the board game according to its physical appearance is highly
effective. It can also be observed that the creativity considered best in the category of physical
appearance, while the uniqueness, durability and cleanliness were considered least in the
category.
Table 2.2.1:
Assessment of GeoBrasic board game in accordance with its physical appearance such as
attractiveness, uniqueness, durability, cleanliness, and creativity.
2.2.2 Assessment of GeoBraSic board game in accordance with its content such as
effectiveness, enjoyable, exciting, difficult, and easy.
The table 2.2.2 shows the performance of the GeoBraSic board game in accordance to its
content. It can be seen that in the category of effectiveness the mean score was 3.76 which were
verbally interpreted as highly effective. Whilst, the enjoyable and exciting the mean scores were
3.90 which were verbally interpreted as highly effective, also we can see that in category of
difficult the mean score was 3.83 which was verbally interpreted also as highly effective. And
lastly, in the category of easy the mean score was 3.42 which was verbally interpreted as
effective.
The findings showed that the board game according to its content is highly effective. It
can also be observed that the enjoyable and exciting were considered best in the category of
Table 2.2.2:
Assessment of GeoBrasic board game in accordance with its content such as effectiveness,
enjoyable, exciting, difficult, and easy.
2.3 The effect of GeoBrasic board game after implementing it to the students using the
following questions.
The table 2.4.1 shows the effect of GeoBrasic board game after implementing it to the
students in the question “Do you want to play GeoBrasic during your free time?” . It can be seen
that 29 (100%) of the respondents answered yes in the category. While 0 (0%) of the respondents
Table 2.3.1
Do you want to play GeoBraSic during your free time?
Category F % R
Yes 29 100 2
No 0 0 1
Total 29 100.00
The table 2.5 shows the effect of GeoBrasic board game after implementing it to the
students in the question “Do the GeoBrasic is helpful to enhance your learning in Mathematics?”
It can be seen that 29 (100%) of the respondents answered yes in the category. While 0 (0%) of
The findings showed that all of respondent agreed that GeoBraSic is helpful to enhance
Table 2.3.2
Do GeoBraSic helpful to enhance your learning in Mathematics?
Category F % R
Yes 29 100 2
No 0 0 1
Total 29 100.00
The table 2.6 shows the effect of GeoBrasic board game after implementing it to the
students in the question “Do you consider GeoBrasic as an effective manipulative for your
learning?” It can be seen that 27 (93%) of the respondents answered yes in the category. While 2
The findings showed that majority of the respondents considered GeoBraSic board game
Table 2.3.3
Category F % R
Yes 27 93 2
No 2 7 1
Total 29 100.00
These are the following questions asked to the respondents together with their response about
3.1 What can you say about the “ GeoBraSic” board game?
Student 1 : “Ahmmm maganda po, nakakarelax , enjoy at masaya yung laro” (Ahmm, it is nice,
(Ma’am it’s nice, very entertaining, it is really nice to play, it’s fun)
Student 3 : “ Masaya po, tsaka nakakarelax po ng utak” ( It’s fun, it relaxes the mind)
Student 4: “ Ang masasabi ko po hmmm, masarap po itong laruin at saka makaka kuha ka pa po
ng dagdag kaalaman dun sa may board game” ( I can say that, it is nice to play with, then
you are able to get additional knowledge using the board game)
Student 5: “Maganda po, tsaka madami po kaming natutunan” (It is nice, and we learned a lot)
Student 6: “Masaya po, tsaka marami po akong natutunan dahil sa mga tanong, sana maulit po”
(It is fun, we learned a lot because of the questions, I hope we can play it again )
Student 7: “Masaya po ate, and nakaka excite po” (It is fun, and exciting)
3.2 What did you feel while you were playing the board game?
3.3 If you were given a chance to play that board game again, will you still play?
Student 2: “Opo.”(Yes.)
Student 3: “ Oo naman po” (Yes, of course.)
Student 6: “Opo, sana po maulit uli” (Yes, hopefully we will play it again.)
Student 7: “Opo naman po ate, gusto nga po naming maglaro ulit eh” (Yes, in fact we want to
play it again)
Based on the responses on what the respondents can say about “Geobrasic” mathematics
board game, it shows that Geobrasic helped them to relax for a while. Respondents also said that
they enjoyed a lot while they were playing the “Geobrasic” board game. They also said that the
board game is really nice because they can learn and recall their past lessons in mathematics
because of the questions (game cards) presented in the board game. The students said that
Based on the answers about what they felt while playing board game, it shows that the
board game is fun. According to Quora 2018, board games are so much fun because of the
immediacy of reactions and the overall randomness of the game. With board games, you have so
little control over what is going to happen from moment to moment and this usually brings out a
It also shows that if they were given a chance to play the board game again, they are very
much willing to play it all over again. The students even asked the researchers if they will
conduct another survey again in their school because according to them they will study in their
mathematics subject more so that they are able to answer all the questions (game cards) next
time. According to Hillegas 2016, board games are an excellent remedy for a world where we’re
constantly distracted by the screens around us. They allow the group of friends to get together,
put something on a table, something real made of wood and cardboard and plastic, and enjoy a
fun bonding experience. Board games are wonderfully versatile- you can take them anywhere
and play, rain or shine, and they’re a wonderful replacement for plenty of activities you might
The results that arise from this study indicate that there is certainly room in mathematics
education for games, and developmental play that serve as effective tool for the Grade 7 students
at the secondary level. Students in this study show that they find mathematics joyful with the
help of the Geobrasic board game, that’s why they find Mathematics more fun in this way.
Students in this study show that the Geobrasic board game made them easier to understand
mathematical problems and answer those problems correctly with a feeling of joy not being
threatened.
The researchers encourage mathematics teachers to use the Geobrasic board game as a
warm-up activity or a motivational activity in the class. Students who participated in the research
shows enthusiasm, excitement and fun during the process of playing the game. Students looked
forward in playing the board games sometime again in the future. This level of student
engagement is hard to achieve in our schools nowadays, especially during the mathematics class.
The researchers suggest that additional studies be conducted in using the Geobrasic board
game to further improve it. They also suggest further implementation of the game. This game
gave a large impact to the students who got a chance to be part of the implementation method
because a game has rules, protocols, props, or paths along a board, the structure of the game may
carry some mathematical procedures that are difficult for a student to keep in working memory
but since it is a game the mathematics for them become easier. Therefore, the student may
perform at higher levels with the support of the game, allowing the student to practice and gain
more mathematical proficiency. The metacognitive aspects of choosing problems for games and
the motivational impact of choosing a game theme that includes interesting characters or ideas