Professional Documents
Culture Documents
Npgarcia Ar Quanti Teach
Npgarcia Ar Quanti Teach
Department of Education
SCHOOLS DIVISION OF ORIENTAL MINDORO
STA. Isabel, Calapan city
By
Nerissa P. Garcia
Secondary School Teacher III
December 2021
SGOD_PRS_JMC
Sir:
Respectfully endorsing the completed research funded through the Basic Education
Research Fund (BERF) of:
Sincerely yours,
Endorsed by:
SUSANA M. BAUTISTA
Schools Division Superintendent
SGOD_PRS_JMC
ii
Republic of the Philippines
Department of Education
SCHOOLS DIVISION OF ORIENTAL MINDORO
STA. Isabel, Calapan city
Sir:
This is to certify that the study of MS. NERISSA P. GARCIA, Teacher III of
Villapagasa National High School, Bongabong, Oriental Mindoro, entitled,
“IMPROVING THE COMPUTATIONAL COMPETENCE ON OPERATIONS OF
RATIONAL NUMBERS OF GRADE 7 STUDENTS THROUGH KAHOOT GAME-
BASED LEARNING, has been reviewed and edited by the undersigned.
After carefully editing the said paper, I am endorsing the study for final submission to
your good office.
Sincerely,
THERVEL M. SAEZ
Education Program Supervisor for English
iii
SGOD_PRS_JMC
SUSANA M. BAUTISTA
Schools Division Superintendent
Schools Division Office of Oriental Mindoro
Sta. Isabel, Calapan City
Madam:
This is to certify that the study of MS. NERISSA P. GARCIA, Teacher III of
Villapagasa National High School, Bansud, Oriental Mindoro, entitled, “IMPROVING
THE COMPUTATIONAL COMPETENCE ON OPERATIONS OF RATIONAL
NUMBERS OF GRADE 7 STUDENTS THROUGH KAHOOT GAME-BASED
LEARNING, has been reviewed and edited by the undersigned.
After carefully editing the said paper, I am endorsing the study for final submission to
your good office.
Sincerely,
Jurgen A. Carolino
Teacher III
Language Editor, SDO Research Management Team
iv
SGOD_PRS_JMC
ABSTRACT
EXECUTIVE SUMMARY
Nerissa P. Garcia
Teacher III
Villapagasa National High School
Bansud District
v
ACKNOWLEDGEMENT
The researcher wishes to extend her deepest appreciation and gratitude to the
research study.
Assistant Regional Director for the approval of the research through the Basic
To Ms. Gloria M. Cruz, Policy, Planning and Research Division, Chief Education
Supervisor for the guidance and support in the conduct of the study;
To Dr. Ritchie G. Diola, Regional Research Coordinator for giving assistance in the
for the approval of conducting this study and for her words of encouragement to give the
To Dr. Jonaline M. Closa, Senior Program Specialist in Research and Planning, for
her valuable sharing of her expertise and for giving technical assistance in writing and
To Dr. Aubrey A. Beredo, School Principal of Villapagasa National High School, for
giving her approval, encouragement and for giving her undying moral support from the
vi
For the grade 7 students, the participants of the study, for their cooperation which
And to her family, friends, Villapagasa National High School teaching staff,
Municipal Research Committee members for their love, moral support and
encouragement and above all, to Almighty God, for giving strength, wisdom and good
N. P. G.
vii
TABLE OF CONTENTS
PRELIMINARIES PAGE
Title Page……………………………………………………………………… i
iii
Abstract ……………………………………………………………………….. v
Appendices
viii
I. Context and Rationale
prerequisite in all aspects of life. It has become the fuel that drives the movement of
society to move forward without obstacles because of its wide applications and necessity
in an individual’s life.
hypotheses have been proposed to explain those difficulties: fractions can denote
to natural numbers; and using fractions involves the articulation of conceptual knowledge
knowledge about fractions, the test was carried out and administered to the fourth-, fifth-
and sixth graders from the French Community of Belgium. The results showed large
whereas numbers and operations posed problems. Moreover, pupils seemed to apply
procedures they do not fully understand. Our results offer further directions to explain
why fractions are amongst the most difficult mathematical topics in primary
tendency to compute with written symbols in a mechanical way without considering what
the symbols mean. Two simple examples illustrate the point. First, the result from the
National Assessment of Educational Progress (NAEP) showing that more than half of
students understand what the symbols mean and are reasoning about the quantities
represented by the symbols. Another survey of students’ performance showed that the
most common error for the addition problem 4+.3=? is .7, which is given by 68% of sixth
graders and 51% of fifth and seventh graders. Again, the errors show that many
students have learned rules for manipulating symbols without understanding what those
symbols mean or why the rules work. Many students are unable to reason appropriately
about symbols for rational numbers and do not have the strategic competence that
aim to alleviate these difficulties, focus on the fact that both natural and rational numbers
It was presented by the 6th and 8th graders with eight types of fraction arithmetic
denominators. The 6th graders correctly answered 41% of problems, the 8th graders
conducted annually the National Achievement Test (NAT) for second year high
key performance indicators in basic education. Based on the result of the previous
years, the mathematics achievement of the students is very low (DepED Press Release,
2009).
Mathematics is very low. Based on the ranking of all the Divisions in Region XI, Davao
City is considered as low performing. This shows that math teachers through the
cooperation of the students shall do something in order to attain its objective to mastery
On the other hand, operations in rational numbers are one of the most important
2
foundational skills areas especially in numeracy can significantly contribute to lower
overall achievement, non-engagement, poorer attendance and lower retention levels for
Mathematics specifically the operation of rational numbers. Regarding with this problem,
the facilitator of learning must be equipped with teaching strategies and tools that is
knowledge of the criteria of good teaching, the mastery of the subject matter and a broad
traditional curriculum, the students are taught the same materials at the same point of
view; students that did not learn quickly enough failed, rather than being allowed to
succeed at their natural speeds. On the other hand, in progressive curriculum, the
educators use different tools to engage their students in meaningful and fun activities.
Also, teaching techniques and methods lead to influence the meaningful learning
process of a student. The students learn best when they interact with their environment
and were actively involved with the school curriculum. Students were better served if
they took an active part in the process of their own learning (Dewey, 2011).
instruction so that students can engage in learning activities online, and discuss with
other students. Experiment results proved that adding game elements in operating
system courses can increase the level of attraction of courses to the students and the
students would be willing to spend time in courses because they want to win thus
Many studies have used the instructional strategy of game-based learning to help
students learn. Among those, the elevation of learning motivation has frequently been
3
used as an instructional strategy for the elevation of learning accomplishments. The
and learning process, most countries around the world have temporarily closed
educational institutions to contain the spread of the virus and reduce infections. Thus, it
is timely to use applications in facilitating teaching and learning process to enhance the
changing the face of education and making information universal. ICT has become an
indispensable tool in enhancing the learning of the students like using digital game-
based approach in learning. Also, it can help make teaching and learning into
meaningful experiences.
Mathematics is a tool in teaching wherein the students engage in more fun and
meaningful learning. The students are not just passive learning anymore, but they have
manner. Lecturers can measure how well students absorb information and tailor their
teaching to the next step or re-teach a concept after poor uptake by students. It is a
educational institutions.
The attractive features of computer games that keep the users occupied and the
potential they have led to new approaches in every field, including the field of education.
Games offer an environment where learners are actively interested in and are able to
4
Digital games have been used as effective tools for facilitating learning in various
Moreover, in the Philippines, the use of ICT in all administrative offices and
schools is governed by DEPED Order no. 109 s. 2009 which also recognizes that ICT is
to promote the use of ICT for the enhancement of education supported this study (DICT
Act of 2015).
As a facilitator of learning in the public secondary school for three years, the
researcher encountered many students who need help in solving the operations of
students in Grade 7 class of Villapagasa National High School can successfully solve
operations of rational numbers without or with just little help from the teacher. The rest
sources revealed that the following related literature will be useful in this proposed study
The attractive features of computer games that keep the users occupied and the
potential they have led to new approaches in every field, including the field of education.
5
Games offer an environment where learners are actively interested in and are able to
Digital games have been used as effective tools for facilitating learning in various
on the types of intrinsic, relevant, and extraneous cognitive load. One hundred and three
participants were assigned to the experiment group (50 students) and the control group
(53 students). The results indicated that the flow-based learning group had more flow
experience than the non-game-based learning groups. Another difference is that game-
based learning groups differ from another group in terms of their ability to concentrate on
Braghirolli et al., 2016 cited that the use of games in engineering education
assessed the use of educational games as an introductory activity in the first year of the
undergraduate program in industrial engineering. In this study, the effects of the game
on the students were evaluated using the questionnaire. In light of the acquired
information, it was found that the educational games play a successful role in terms of
both a better understanding of the course content by the students and the participation
Bakan (2018) found that game studies, as well as the cognitive understanding
and application-level knowledge of the field are more effective in learning and in student
Kahoot follows to the more effective in educational process. The students are more
6
motivated and concentrated. They are happy to study mathematics, nevertheless that
have been found to foster students’ engagement, enhance classroom dynamics and
improve overall students’ learning experience. Other factors that contributed to students’
Kahoot! providing students with timely feedback, and gameplay (gamification) strategies.
Khateeb (2019) found out that the use of mobile games an effective
practice for providing educational support to the students in mathematics. In addition, the
size of the effect of using mobile games was significant, a fact which supports the
effectiveness of the mobile games in math achievement among the 4th graders.
assessment scores when Kahoot was played twice weekly. The use of Kahoot also
increased student focus and on task behavior. The results of the student satisfaction
survey indicated that students enjoyed playing Kahoot and found it easy to use.
Theoretical Framework
known, but rather an action performed. He proposed that students learn best when they
interacted with their environment and were actively involved with the school curriculum.
He argued that rather than the child being a passive recipient of knowledge, students
were better served if they took an active part in the process of their own learning.
7
It is related in the study since it discussed the experiential learning. Through
Kahoot game-based learning the students could discover for themselves the answers for
every question. The teachers facilitate the learning while the students develop as active
choices of economicagents produce outcomes withrespect to
Lastly, they also view game theory as providing an explanatory account of actual human
strategic processes.
actual explanatory account of actual human strategic processes. The students learn the
operations of rational numbers through their own strategic and rational thinking to win
the game. The students will interact to each other to be able to understand the
operations of rational numbers and defeat other groups in solving operations of rational
numbers.
Lave (1990) Situated learning theory stated that learning is unintentional and
situated within authentic activity, context, and culture. Knowledge needs to be presented
in authentic contexts-settings and situations that would normally involve that knowledge.
learners become involved in a community of practice which embodies certain beliefs and
behaviors to be acquired.
through the relationships between people and connecting prior knowledge with
8
leaning involves students in cooperative activities where they are challenged to use their
wherein learning is acquired through connecting past experiences to the new ones.
Learners construct their own knowledge and do this by organizing and categorizing
information using a code system. The coding system of information is acquired through
a good way for direct learning since the constructed understandings are also being
discussed and dealt in topic like solving the operations of rational numbers.
Constructivism suggests that learners construct knowledge out of their experiences. The
learners construct new ideas upon current and past knowledge or experience. This is
anchored in the present study since constructivism allows the students to construct their
Kolb (1984) proposed the Theory of Experiential Learning that believes learning
The theory presents a cyclical model of learning consisting of four stages: concrete
experimentation.
rational number creates meaningful experiences to students. The students learn through
by the use of reinforcement which is given after the desired response. There are three
responses or operant that can follow a behaviour. If a student accidentally hits the right
9
answer in solving operations of rational numbers, he is encouraged to go on solving
similar problems; otherwise, he tries to find other solutions until he finds the correct one.
The student is an active one and the element of trial and error is present in solving
It is related to the present study since operant conditioning theory emphasize the
use of reinforcement which is also included in the use of Kahoot game-based learning.
Research Paradigm
In view of the study, the following research paradigm was built.
Pre-test Pre-test
Post-test Post-test
INTERVENTION
The study examines the differences between the variables based on their
10
II. Proposed Innovation, Intervention and Strategy
As every teacher or researcher strives to create more fun and interesting activity for
the benefits her students, the author of this study believed that this research creates
more effective teaching and learning process. In fact, that we are surrounded by modern
technology, students nowadays love and expressed themselves with this kind of
learning.
For the interventions, the researcher will create more activities regarding the
multiplication, and division of rational numbers. The students could also play individually
and in group using this application. For the strategy, the author in conducting this
research should make sure that most of the students must have their own mobile
phones.
1. What is the level of pre-test and post-test performance of the participants using
lecture-discussion method?
2. What is the level of pre-test and post-test performance of the participants using
Students in Villapagasa National High School. It included only the performance of the
students in the pre-test and post-test using lecture-discussion method and Kahoot
The study was conducted in Villapagasa National High School, Bansud Oriental
Research Design
12
Quasi-experimental research is a study in which a treatment, procedure, or
program is intentionally introduced, and a result or outcome is observed. For many true
participant groups and measure the degree of change occurring because of treatments
or interventions.
In this design, which used two groups; the experimental group used Kahoot
game-based learning approach while the control group used lecture-discussion method
and the results gathered at the end over the same period of time but underwent exactly
The random sampling technique was used in this study wherein sixty (60) of the
Grade 7 students in Villapagasa National High School were taken as participants of the
study.
sixty (60) from section Lotus and Sampaguita were taken as the participants of the
study. The thirty (30) students from Sampaguita were the control group while the (30)
students from Lotus served as the experimental group. Though all the students in the
said section were under instruction only 30 students were selected as participants from
each section. To determine the 30 students from each section, they were grouped into
five groups according to their mathematics grades in the first and second grading using
the brackets 90 and above, 85-89, 80-84, 75-79, 74 and below. The distribution of
90 and above 6 6
85-89 6 6
13
80-84 6 6
75-79 6 6
74 and below 6 6
Total 30 30
With the permission/approval from the School Head, class adviser, barangay and
the parents, the conduct of study was administered. The pre-test was administered to
the control group and the experimental group before the integration of lecture-discussion
method and Kahoot game-based learning approach. The lecture discussion method was
administered to the control group while the experimental group was taught using Kahoot
Analysis, interpretation, and discussion of the gathered data from the groups of
participants. Each group of data was analyzed and interpreted with corresponding tables
for clear presentation of the results based on the problems raised in the study.
Table 1. Performance of the Control Group during the Pre-test and Post-Test using
PRE-TEST POST-TEST
Scores Freque
Frequency Percentage Description Percentage Description
ncy
17-20 0 0 Outstanding 0 0 Outstanding
Table 1 presents the frequency and percentage distribution of the pre-test scores and
As observed on the table, in the pre-test, 23 students or 76.66% of them are in the did
not meet expectations level whose scores are ranging from 0-4; while 7 or 23.33% of the
students are in the fairly satisfactory level whose scores are ranging from 5-8. The
results imply that twenty-three students possess a limited knowledge about operations
on rational numbers. They can be considered as students who need attention from their
teacher.
Therefore, the participants are in the did not meet expectations level as revealed in
the mean score 1.63. This seems to indicate that majority of the students under the
control group had very low performance during the pre-test on the operations of rational
numbers.
Moreover, as shown in the same table, 15 or 50% of the students got 5–8 score
which described as fairly satisfactory, 5 or 16.66% of the students got a did not meet
expectations from 0-4 scores. This indicates that there are some students who need
As a result, the students got a total mean score of 7.06 described as fairly satisfactory
which implies that the students in the control group have an improvement of their
performance after the teacher’s utilization of the traditional method of lecture- discussion
15
method. This post-test result can imply also that the traditional method is fairly effective
A simple attribution that could justify this result is that no acts of teaching yet was
applied to the group when pre-test was administered, indicating that the scores were but
implied that this group of students may tend to achieve a much higher level of
performance if properly taught and nurtured according to the basic principles of teaching.
Table 2. Performance of the Experimental Group during the Pre-test and Post-Test
PRE-TEST POST-TEST
Scores
Frequency Percentage Description Frequency Percentage Description
17-20 0 0 Outstanding 8 26.67 Outstanding
Very Very
13-16 0 0 12 40
Satisfactory Satisfactory
16
Table 2 shows the frequency and percentage distribution of the scores in the pre-test
and the post-test of the participants from the experimental group taught using Kahoot
game-based learning.
During the pre-test, 83.3 % of the participants got the highest frequency scores that
range from 0-4 with a did not meet expectations description and 3 or 10% of participants
got fairly satisfactory scores that range from 5-8. Meanwhile 2 or 6.7% of the students
got the score that range from 9-12 described satisfactory. As a whole, the participants
got a mean score of 2.27 which can be described as did not meet expectations.
Meanwhile, the same table shows the frequency and percentage distribution of the
ranging their scores from 17-20. A very satisfactory performance was registered under
13-16 bracket of scores with the highest frequency of 12 equivalent to 40%. On the other
hand, 8 or 26.67% of the participants got a satisfactory score ranging from 9-12 and 2 or
6.67% of the participants got a fairly satisfactory ranging from 5-8. In conclusion, the
The results implies that the students learn effectively in engaging them through
Kahoot game-based learning. Further, motivation through games helps the students to
students learn through games and active experimentation to solve the problems easily.
Computed
Compared Group N Mean SD Result
p–value
17
Control Group 30 1.63 2.7
not
0.385
Experimental significant
30 2.27 2.9
Group
Table 3 shows that the pre-test mean score of the control group using traditional
learning through lecture discussion method is 1.63 and that of the experimental group
using Kahoot game-based learning is 2.27. The means are not statistically significant at
0.05 levels with 58 degrees of freedom since the computed p-value is greater than 0.05
level of significance. The p-value of 0.385 is greater than 0.05 level of significance.
value of 0.385 which is greater than from the 0.05 level of significance. Therefore, the
null hypothesis is failed to be rejected which states that there is no significant difference
game-based learning.
This finding implies that the participants have shown similar performance before
utilizing the lecture-discussion method and Kahoot game-based learning. Both groups
Computed
Compared Group N Mean SD Result
p–value
18
Experimental
30 14.37 3.54
Group
The data in Table 4 reveals the post-test mean score of the control group and
experimental group. As reflected, an evident increase in the mean scores is seen in the
table. It is quite remarkable that the control group employed with the traditional teaching
method with a mean score of 7.07 is left behind by the experimental group treated with
Kahoot game-based learning with a mean score of 14.37. From this result, it is clear that
Kahoot game-based learning is more effective than the lecture discussion method. Such
difference in the means is enough to conclude that students would perform better if they
The table also shows that the p- value of < 0.001 is less that the level of
significance of 0.05 with 58 degrees of freedom. This result led to the rejection of the null
hypothesis which implies that there is a significant difference between the post-mean
scores of the control group and experimental group being treated with lecture-discussion
The results show that participants have a great increase in their performance
implies that kahoot game-based learning is effective when utilize in operations of rational
environment.
lecture style or chalk and talk teaching are resented by students and induce boredom
5. Difference between the Mean Performance of the Pre-test and Post-test using
Lecture- Discussion Method
19
Compared Computed
N Mean SD Result
Group p-value
Table 5 are the results of the T-Test of difference between the pre-test and post-
test scores of the control group who were taught using lecture-discussion method. As
shown, the computed p–value which is <.001 is less than 0.05 level of significance with
degrees of freedom of 29. Therefore, there is a significant difference between the mean
performance of the pre-test and post-test in the control group. Thus, the null hypothesis
is rejected.
The result shows that the study was in line with that of Rahman (2011). The
compared to its pre-test. Through this teaching learning process, the learning one
student is affected by the behavior of other students. The teaching strategy may
stimulate students to think but not may result in meaningful learning outcomes.
6. Difference between the Mean Performance of the Pre-test and Post-test using
Kahoot Game-based Learning
Table 6. T– test Results on the Difference in Pretest and Posttest Performance the
Participants in Experimental Group.
Compared Computed
N Mean SD Result
Group p-value
Shown in Table 6 are the results of the t-test of difference between the pre-test
and post-test scores of the experimental group who were taught using Kahoot Game-
based learning.
20
The table indicates that the computed p– value which is < .001 is less than
difference between the pre-test and post-test in the experimental group. Thus, the null
hypothesis is rejected.
experimental group has a greater impact between the mean results of the pre-test and
post-test from 2.27 to 14.37. It indicates that the students’ performance greatly
increased. The result implies that the utilization of Kahoot Game-based learning is an
more likely to learn and perform better on subsequent formal assessment if Kahoot is
The positive impact of using Kahoot in the class is not only limited to grades or
test scores either. It improved classroom dynamics and more positive learning
environment. It improves the classroom dynamics as the system provides students with
real-time feedback of their performance and to some extent adapt teaching strategies
21
Findings and Conclusions
1. What is the level of The mean gathered is 1.63 Lecture- discussion method
the pre-test and post- in the pre-test while 7.06 in improved the level of
test performance of the post-test which fell on did performance of the
participants using not meet expectations and participants which can be
lecture-discussion fairly satisfactory, seen on the data presented.
method? respectively. In addition to The traditional method is fairly
that the p-value is <0.001. effective in applying to the
operations of rational numbers
2. What is the level of The overall mean of pre- The utilization of Kahoot
pre-test and post-test test was 2.27 while the game-based learning
performance of the post-test got 14.37, in approach to the students
participants using which the pre-test fell on engaged them in meaningful
Kahoot game-based Did Not Meet Expectations learning situations and
learning? while post-test placed on engaged them effectively in
Very Satisfactory which had the teaching learning process.
a computed p-value of As a teaching strategy, it has
<0.001. a great impact to boost the
interest of the learners.
Recommendations
23
Based on the findings and conclusions of this study, the following recommendations are
made:
Mathematics and should use varied strategies which is aligned to the learning styles of
the students.
2. Teachers are highly encouraged to employ Kahoot game-based learning for the
students’ better learning outcome and better performance not only in solving operations
rational numbers.
6. Teacher may use the Kahoot game-based learning to improve the level of
can be conducted to determine similarities and differences on the effects of the current
Data Analysis
order to discover any important underlying patterns and trends. The data collected
through conducting the study specifically the pretest and posttest will be presented and
24
The analysis process was accomplished by coding data and sorting the data to
rational numbers. The data collected identified, explained, and interpreted to the data
In order for the researcher to measure and tabulate the data, she utilized the
T – Test was used to determine the difference between the performance in the
pre-test and post-test in operations of rational numbers for Grade 7 students using
Ethical Issues
During the transcription, the researcher used pseudonym for the participants to
maintain confidentiality.
positively believes that through the wide implementation of this study, students could be
more active and more aware on the correct usage of technology since it is widely used in
globalization. Therefore, the researcher tried and put some risk to make this study within
The advocacy of the researcher in making this research is to make learning more
interesting and long-lasting. The researcher believes that through this project, students
25
will find learning enjoyable. They would also feel that they are not being deprived in
The findings of this study will be presented to the school administrator to intensify
Mathematics teachers can use the Kahoot game-based learning to improve the
performance of the students in Mathematics. Researchers may also use Kahoot game-
based learning in other topics in Senior High and Junior High to generate more
VII. References
Kolb & Lewin Learning styles Retrieved August 26 2012 from https://rapidbi
.com/learning-styles-kolb-lewin
26
acquisitionhttps://rdw.rowan.edu/cgi/viewcontent.cgi?article=3407&context=etd
Santangelo et. Al (2012). The Effect of Differentiated Instruction on Student
Mathematics Achievement in Primary School Classrooms.Retrieve
fromhttp://essay.utwente.nl/66645/1/Mulder%20Q.%20-%20S1199315%20-
%20masterscriptie.pdf
Shin et.al (2017). Virtual Manipulatives: Tools for Teaching Mathematics
With
Learning Disabilities. Retrievef rom
https://www.meadowscenter.org/files/resources/VirtualManipulatives.pdf
Sorensen, V. (2008). Motivating Middle School Mathematics Students. Retrieved
September25,2014,from.http://digitalcommons.unl.edu/cgi/viewcontent.cgi?
article=065&context=mathidactionresearch
Stanoyova et. al (2017) Gamification in 11th Grade Mathematics Lessons – One
Possible Interactive Approach https://link.springer.com/chapter/10.1007/978-3-
319-50340-0_4
Zulueta, F. 2012. Principles and Methods of Teaching. National Book Store.
Mandaluyong City
The following were the materials needed, quantity, unit price and total cost of the
Total 2500.00
27
Appendices
Approved Letter of Request to Conduct the Study
28
Research Instrument
Pre-test/Post-test
Name:__________________ Score:______________
Grade and Section:__________ Time Started:________
Date: __________ Time Ended:_________
Total Time Consumed:_______
A. Addition
2 1
1. What is + ?
4 4
1 2
2. Find + .
3 6
2 1
3. Evaluate + .
5 5
29
2 3 1
4. Evaluate 2 + + .
7 7 7
2 3
5. Find +
5 10
B. Subtraction
4 3
6. Solve – .
8 8
6 5
7. Solve 3 - 1
8 8
5 2
8. Evaluate -
6 3
1 2
9. What is 2 - 1 ?
3 9
6 1
10. Find -
12 12
C. Multiplication
5 1
11. Solve x .
4 3
3 2
12. Find x .
4 5
1 2
13. What is 2 x1 ?
2 3
5 1
14. What is the product of and ?
11 4
2 1
15. What is the product of and ?
3 4
D. Division
2
16. Evaluate10 ÷ .
3
1 2
17. Evaluate ÷ .
15 3
4 5
18. What is the quotient of and ?
6 6
30
1 4
19. Evaluate ÷
2 6
.
16
20. Solve 5 ÷
3
31
32
33