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Game Based Learning GBL in Teaching Prim
Game Based Learning GBL in Teaching Prim
Author’s contribution
The sole author designed, analyzed, interpreted and prepared the manuscript.
Article Information
DOI: 10.9734/AJESS/2021/v25i330603
ABSTRACT
Keywords: Game-Based Learning (GBL); snake and ladder game board; pre-serviceteachers; mobile
apps; math education.
_____________________________________________________________________________________________________
¥
Faculty;
*Corresponding author: Email: ramilarciosa@sksu.edu.ph, mcmaril2017@gmail.com;
Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
Internet Assisted instruction by the level of classrooms are not very accessible, therefore,
education. He emphasized that many secondary the classroom teacher needs to improve the
classroom teachers and academic instructional materials, like mechanical game-
administrations remain uncertain about how to based learning. A Scimazing Game (Science-
implement new technologies to replace outdated Physics and Amazing Game combined)
forms of classroom instruction. developed and conducted by Membrebe and Tiu
[12], proved the effectiveness of this mechanical
3. METHODOLOGY game-based learning as shown by the evident
increase on the academic achievement of the
This study uses a descriptive mean in analyzing students in science, upon using this out-door-
the evaluation and perceptions of the based teaching.
respondents in the localized snake and ladder
game board and tested its effectiveness in
teaching the four(4) basic operations using pre-
test and post-test design. The study was
descriptive-evaluative with the class of Bachelor
of Elementary Education (BEED) 4E and 4D
composed of eighty(80) graduating students of
the College of Teacher Education(CTE), Sultan
nd
Kudarat State University(SKSU), 2 semester
school year 2017-2018 in their subject Math 6
entitled “Methods and Teaching strategies in
Elementary mathematics”. Game-based
learning(GBL) was introduced to the eighty (80)
respondents and its effectiveness was tested
during the actual classroom demonstration. The
classroom demonstration was the main
requirement of the subject matter. During the
actual demonstration the student teacher-in– Fig. 1. A localized snake and ladder game
charge, group the teaching-learning process, board
with the main topic revolving around basic
operation of numbers as part and parcel of the The author used the snake and ladder game
competency in basic mathematics. The board, and innovated the mechanics to integrate
remaining respondents acted as their learners it into the basic mathematics operations. This is
and at the same time, the raters of the group. an additional process that really enhances the
The rating forms used are the classroom mastery and there is learning by doing as
observation form (Annex A) and the quality combine in the development of mathematical
instructional tools evaluation form (Annex B). skills and critical thinking. Below is the illustration
on how the localized snake and ladder game
In Philippine basic education, where learners board works.
mostly come from the rural areas, where digital
Illustration 1. The mechanics and how localized snake and ldder like game board works
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
In illustration 1the original rules and mechanics highly suggested the testing of Gamification
of snake and ladder are still the same. What the Technique (GT) in a small group of children in a
author innovate is the opponents side, where the certain Purok of Tacurong City where the student
author inserted the mathematical concepts, researchers also live in that place. The three(3)
particularly, in the arithmetic operations of student researchers conduct in a two different
throwing of the dice which indicates the variables place where they separate the experimental and
of (Y1….Yn) and (Z1 ….Zn) as shown in the four non-experimental group in conducting and
key formulas. The leveling of the games should gathering of data. Below are the pictures of the
vary in the degree of difficulties like in level 1 for two groups while doing a Gamification technique
addition, level 2 for subtraction, level 3 for (GT) and none-Gamification Technique (nGT).
multiplication and level 4 is for division. The main
numeric variable denoted as (X1…Xn) also uses The Gamification Technique (GT) happened to
the leveling scheme as by ones, tenths, the different house of the respondents where the
hundreds up to the introduction of algebra like student researchers are going in that area, while
algebraic expressions probably in like terms as compare to a none-Gamification technique(nGT)
expected. The main respondents vary in their go in the a big and open area like a Chapel, that
capacity in terms of the mathematical abilities is nearby the respondents. The conduct of
and knowledge. They can go into a difficult level experimentation almost done in one week and
depending on the Grade level and its lesson the proponents are successfully gathered the
content. needed data.
In this COVID-19 pandemic era where no face to The Fig. 2(a-b) show that teaching basic
face learning has been done in the basic mathematics, particularly, the four (4) basic
education, there is a limitation in the conduct of operations can be fun. There is excitement as
the research which the main respondents are seen in the faces of the respondents, therefore
children. In this case, the BEED third year basic mathematics can be learned through
students have an undergraduate thesis which the mechanical GBL without hesitation or worry to be
author also there adviser and recommended and contaminated with a COVID-19 virus.
Fig. 2a. The GBL used by the respondents Fig. 2b. Respondents at work, using GBL
Fig. 3a. The none game-based Fig. 3b. The traditional methods in
learning (GBL) respondents teaching basic math
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
Fig. 3 (a-b) where none game-based learning (n ladder in their practicum for actual classroom
GBL) is being done to this group of respondents, demonstrations.
show the respondents as typical learners who
listen carefully to the lessons given by the Table 1 indicate a descriptive mean of 3.5 with a
researcher. This was conducted in the open and description meaning of Very Satisfactory (VS). It
big area like the chapel located nearby. implies a normal description of the graduating
class of teacher education. Among the five (5)
4. DISCUSSIONS AND RESULTS strands, the visual aid as the lowest value. This
means that the testing of the GBL is not yet
4.1 Localized Snake and Ladder Game organized as it shown be. When personality is
Board Designs concerned, there is a need for improvement and
become full of confident to become a better
teacher. The third in lowest are their
communication skills which are very important in
the teaching-learning process. The highest is, of
course, the methods, strategies in delivering the
lessons which are very new to the fourth year
education respondents. The interweaving of the
traits and characteristics of being the best
teacher is anchored on the content knowledge
and transverses into all other aspects. Game-
Based Learning (GBL) improves productivity of
the teacher as reflected in all criteria. Results
also reflect students’ achievement, particularly, in
Fig. 4. Shows how the GT works with the pre- mathematics education.
service teachers
Table 2 indicates a descriptive mean of 4.30 with
The author introduced the localized snake and a descriptive meaning of agree. This means that
ladder game board designs among the eighty(80) the GBL is quite good as new to the
graduating BEED students taking their subject respondents. The content and technical qualities
‘Math 6’ and came out with unique designs. One got the highest rating while the instructional
of those design is shown in Fig. 1. In order to qualities got the lowest mean score. This means
determine the usability and perceptions as there is a need for a deep connection between
additional teaching aids in teaching basic the subject matter and the localized snake-and
mathematics, they followed the mechanics and ladder-a-like game board.
rules. Then they rated the localized snake and
Table 1. The mean value of each criterion in the actual classroom demonstration using
Gamification Technique (GT)
Criteria Mean(x)
1. Lesson plan/Organizational 19.313
2. Instructional Materials/Visual aids 11.750
3. Mastery of the subject matter/methods/techniques. 20.646
4. Self-confidence and poise/Teacher’s personality 15.004
5. Student rapport/communication skills 17.894
Mean 3.5
Legend: Outstanding- 5; Very satisfactory-4; Satisfactory- 3 ; Fair -2 ; Poor- 1
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Table 3. The ANOVA results between the two groups (GBL and none-GBL)
ANOVA Table
Sum of df Mean F Sig.
Squares Square
GBL* None-GBL Between (Combined) 17.133 4 4.283 .126 .970
Groups
Within Groups 339.800 10 33.980
Total 356.933 14
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
Flow Chart 1. The SAD (System Analysis Design) of the Proposed Mobile apps of GBL
Fig. 6. The screen shot of the proposed mobile apps of Gamification Technique (GT)
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
As system analyst of the proposed mobile apps Classroom Context. In Proceeding of the
of GT. The author designed how the mobile 10th International Conference on E-
application works as shown in the Flowchart 1 - a education,E-Business, E-management, E-
SAD(System Analysis and Design), as needed in learning(ICTE’19). Association for
creating a computer system/web-based Computing Machinery, New York. USA.
programming system and to ensure that the flow 2019;135-140.
of the computer programs realign with the DOI:
computer programming codes to be encoded by https://doi.org/10.1145/3306500.3306527
a compute programmer. Due to lack of web page 5. Ke F, Xie K, Xie Y. Game-Based Learning
/ game based programming knowledge the engagement: A theory_and data-driven
mobile apps of the GT is not fully executable and exploration. British Journal of Education
recognized. Technology; 2015.
DOI: 10.1111/bjet.12314
CONSENT 6. Versoza DM, De Las Peñas M, Sarmiento
JF, Tolentino MAC, Loyola ML.
As per international standard or university Development of a mobile ten frames app
standard, respondents’ written consent has been for Philippine K -12 schools. Proceedings
collected and preserved by the author(s). of the 28th International Conference on
Computers in Education Asia-Pacific
ACKNOWLEDGEMENT Society for Computers in Education; 2020.
7. Shute V, Ke F, Wang L. Assessment and
The author would like to recognize the former adaptation in games Techniques to
dean of CTE, Dr. Ernie Cerado for allowing the improve the effectiveness of serious
classroom-based research to be fulfilled. Also, games, Springer International Publishing
his former students in Math 6 –BEED 4 who Switzerland; 2016.
made the activity for successfully undertaken DOI: 10.1007/978-3-319-39298-1_4
with their active participation. The author 8. Stenholm D, Bengsjo D, Catic A. Game-
recognize also his computer programmer - Mark Based Learning of knowledge reuse in
Daday for his contribution in crafting the initial Engineering education. Proceeding of the
nd
results of the mobile apps. Also, his former 22 International Conference on
BEED 3 student researchers. Engineering Design (ICED19), Delft, The
Netherlands; 5-8 August 2019.
DOI: 10.1017/dsi.2019.55
COMPETING INTERESTS
9. Landicho J, Cerna AD, Marapao J, Balhin
G, Paid R. Hortari: A gamification
Author has declared that no competing interests
application for engaged teaching and
exist.
learning in higher education. Journal of e-
Learning and Knowledge Society.
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ANNEX A
CLASSROOM OBSERVATION FORM
MATH 6
5 4 3 2 1
Outstanding VS S FAIR POOR
I. Organizational/Lesson Plan
1. Objectives are stated in behavioral terms.
2. There is congruence between:
2.1 Objective and subject matter
2.2 Objective and teaching procedure.
2.3 Objective and student activities; and
2.4 Objective and evaluation
II. Instructional materials/Visual Aids
1. Visual aids are congruent with objectives
2. Visual aids are informative and can attract the attention of
students
3. The teacher is creative and resourceful in creating visual
aids
III. Mastery of the Subject Matter/Methods/Techniques
1. The teacher has the mastery of the subject matter.
2. Methods/techniques used is/are suited to the needs and
capabilities of the students.
3. The teacher is creative enough to adapt his/her method to
the student's capabilities
4. Instructional materials and other examples are used to
illustrate the lesson.
5. The teacher relates the subject to current issues.
6. The teacher promotes desirable values & habits among
the students.
IV. Self-Confidence and Poise/Teachers Personality
1. The teacher has a pleasing personality and modest.
2. The teacher is skillful in asking questions.
3. The teacher is free from mannerism that tends to disturb
the student’s attention.
4. The teacher’s personality is strong enough to command
respect and attention.
V. Student Rapport/Communication Skills
1. The teacher motivates instructive conversations among
students.
2. Order and discipline are present in the classroom
3. The teacher speaks clearly with a well-modulated voice.
4. The teacher uses correct grammar in speaking/writing
board work.
5. S/heobserved the correct direction.
Comments/Remarks_______________________________________________________________
_______________________
Conformed: ____________
_______________________
Signature over Printed /Date
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Arciosa; AJESS, 25(3): 43-54, 2021; Article no.AJESS.78859
ANNEX B
INSTRUCTIONAL TOOLS
EVALUATION FORM
MATH 6
1 2 3 4 5
I. CONTENT QUALITY
1. The content(context) is scientifically adequate for the
lesson.
2. It emphasizes active learning.
3. It is well organized.
4. It is relevant to learning objectives.
5. It reaches power ideas to the lesson proper.
6. It allows the development of multiple intelligences.
7. The lesson proper is congruence to the instructional
tools
8. The topics with the instructional tool are interesting
9. The content is ethics, gender, and other stereotypes
II. INSTRUCTIONAL QUALITY
1. It provides appropriate on the accuracy of the learner's
answer.
2. It is of high educational value
3. It is good enhancement /supplement to the curriculum
4. It addresses the needs and concerns of learners.
5. It facilitates collaboration and interactive learning
6. It integrates the student's previous experience
7. It constructed appropriately to the level of the learner's
need
8. It reflects current in the mathematics instructions
III. TECHNICAL QUALITY
1. The Instructional is easy to operate
2. It allows the learner to control the pace
3. It is well organized
4. The operation/mechanical aspect is clear
5. The constructive layout and design are attractive
6. Intended learners can easily and independently use the
instructional tool
7. It is unique and suited to the lesson proper
8. It operates quickly, easy to understand
9. The instructional tool is aesthetically pleasing.
Comments/Remarks_______________________________________________________________
___________________________________________________________________________
Conformed: _____________
_______________________
Signature over Printed /Date
© 2021 Arciosa; This is an Open Access article distributed under the terms of the Creative Commons Attribution License
(http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly cited.
Peer-review history:
The peer review history for this paper can be accessed here:
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