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Research Proposal Gabriel Laila
Research Proposal Gabriel Laila
A Research Presented
To the Faculty of the Graduate School
Cagayan State University – Sanchez Mira
In partial fulfillment
Of the Requirements for the Subject
Educational Research and Statistics
By:
LAILA I. GABRIEL
JANUARY 2024
ABSTRACT
This action research titled “Improving the Performance Skills of Grade 4 Learners
in Solving Fractions through Mathematical Board Games (MBG)” aims to investigate the
skills in solving fractions of the grade 4 learners of Starkid Christian Learning Center for
the school year 2023-2024. This research will be participated by all the Grade 4 learners
of which 10 are males and 10 are females. One- Group Pre-test - Post-test Quasi
Experimental Research Design will be use in utilizing the pre-test and post-test as the
main source of data. The teacher will provide 15-item test pre-test and post-test, quality
INTRODUCTION
It has always been a belief that Mathematics is a difficult subject. This perception
influences the learners’ appreciation and desire to learn the subject. While it is true that
mathematical concepts and principles are not easily learned, much difficulty is expected
in a learner who considers Mathematics a burden to his studies and feels a dislike for it.
Organization (SEAMEO) in its regular courses for FY 2018. Thus, the teachers’ primary
Teachers will never meet the goals of Mathematics teaching under the K to 12 curriculum
if pupils do not develop the love for the subject. As a matter of practice, the Department
It is but fitting and proper to note that Mathematics has a vital stronghold and
impact on the development of a nation. In the recent Third International Mathematics and
Science Study (TIMMS) result, the Philippines ranked the lowest out of 58 countries in
high school and last of the ten countries in advanced math category, respectively, even
with the science high schools only who participated in the study.
In order to meet the demands of time, DepEd embraces educational reforms and
Mathematics Education in the Philippines. It aims to challenge the learners to strive for
mathematical excellence.
ways or approaches of teaching and learning. Innovative and creative ways to facilitate
learning interest, motivation and engagement. Mathematical concepts, skills and activities
could now be incorporated in various forms of educational games. Children are naturally
fond of and inclined to the use of these games, thus, its use is also high commendable in
teaching basic mathematical skills. Using mathematical games can serve for dual purpose
sense of direct everyday experiences as supported by Kendra 2020, citing that knowledge
been noted as one of the most difficult, yet interesting subjects since it consists of facts to
The researcher then conducted an online evaluation and found out that 17 out of
24 cannot perform properly in solving fractions. This urged the researcher to think of
ways on how to help the learners perform better in the field of Mathematics particularly in
solving fractions. Hence, this action research study that will utilizes Mathematical Board
Games as possible solution that could assist the Grade 4 pupils of Starkid Christian
Conceptual Framework
Solving Fractions through Mathematical Board Games. Data will be gathered and
analyzed with the help of the result of their pre-test and post-test. Dependent and
independent variables are identified in the study. The researcher will be able to know if
the said intervention will be effective in improving the performance skills of grade 4
Research Paradigm
PERFORMANCE SKILL
MATHEMATICAL OF GRADE-4 IN
BOARD GAMES (MBG) SOLVING FRACTIONS
enhancing the performance skills on solving fractions of the Grade 4 learners of Starkid
1. What are the scores of pretest and posttest of the participants before and
3. What is the effect size of the Mathematical Board Games in improving the
Hypothesis
Learning Center.
The useful and relevant information that were acquired in the study
1. Future Researchers. This study will give them knowledge and it will
study would give them insights on how to deal with learners who are afraid of
3. Learners. This study will provide them skills and interest and would
Board Games in improving the performance skills on solving fractions of the Grade 4
learners of Starkid Christian Learning Center here in Sanchez Mira. It was noted that
respondents are all learners from the Grade-4 class. One- Group Pre-test - Post-test Quasi
Experimental Research Design will be use in utilizing the pre-test and post-test as the
main source of data. The teacher will provide 15-item test pre-test and post-test, quality
Definition of Terms
To give a clearer understanding of the study, the following terms are operationally
defined:
Mathematical Board Games- this is the intervention that will be used to see if it will
effect on the performance skills of the learners. These are set of games related to fractions
placed on boards to build interest among learners as they learn and have fun with games
Fractions- a topic in the subject mathematics that is found to be a difficult one and
Intervention- this is the way and material to help solve the existing problem which is
Sriraman (2019) synthesized the earlier work of Harvey and Bright and Oldfield to offer a
outcomes in order to win the game, is enjoyable and with potential to engage students, is
governed by a definite set of rules and has a clear underlying structure, involves a
includes elements of knowledge, skills, strategy, and luck, and ,has a specific objective
Findings from Bragg’s (2019a, 2019b) research with upper primary students (9 –
12 year olds) support the employment of games with these characteristics to promote
mathematical cognitive growth and engage students. Other studies with similar definitions
mathematical learning (Bright, et al.; Cohrssen & Niklas, 2019) and/or engagement in
mathematics (Lindenskov & Lindhardt, 2019; White & McCoy, 2019). Indeed, a recent
studies (4 journal articles, 26 dissertations) found that games had a medium positive
impact on academic achievement compared with a variety of what were termed
Given the considerable benefits of playing games, it is perhaps not surprising that
both substantial and increasing (Heshmati et al., 2019). Yet, a search of the literature
revealed that there is a paucity of research into the frequency with which teachers employ
games in the mathematics classroom. One exception is Russo and Russo’s (2019) study
involving 135 Australian early years primary teachers (Foundation, Year 1 and Year 2)
a pre-program questionnaire asked the frequency with which participants played games.
Almost all early years teachers (98%) who completed the questionnaire reported playing
mathematical games at least once per week in their classrooms, whilst 85% of teachers
reported playing games multiple times per week and over half (53%) of teachers reported
playing games 4-5 times per week. Surprisingly, given the evidence that most primary
teachers use games multiple times per week to support mathematics instruction in class, it
trigger curiosity as to how little prior research explores teachers’ perceptions and usage of
For decades, there has been a general acceptance by educators that mathematical
games are beneficial for student learning. As early as the 1960s, advocating commencing
mathematics lessons with games to tune students into the lesson has started. In the 1980s,
Ernest (2020) wrote a rationale for the use of games citing the effectiveness of games to
targeted instruction (Clarke & Roche, 2020), and build connections between the home
Indeed, there is a long-standing empirical evidence that playing games can lead to
improved mathematical learning outcomes (Bragg, 2020b; Bright, et al., 2020; Swan &
Marshall, 2020), even for very young students (Elofsson et al., 2020; Ramani & Siegler,
2020). For example, providing pre-school teachers with a suite of mathematical games,
and a one-day workshop supporting them to use such games, improved the mathematical
knowledge and skills demonstrated by their young students (Cohrssen & Niklas, 2020).
interventions, such as games as a valuable teaching method (Glynn, Price & Owens,
2021; Kumar & Lightner, 2021). Past research indicates that games have the potential to
draw students into the learning process and to encourage them to participate through a
more interactive environment (Gosen & Washbush, 2021; Proserpio & Gioia, 2021;
Zantow, Knowlton & Sharp, 2021). The use of games in class encourages active learning,
as well as collaboration and interactivity (Reuben). Games can also provide educators
with an interactive means of delivering knowledge that is particularly useful for teaching
cause and effect (Gosen & Washbush, 2021; Thompson & Dass, 2021). Finally, as an
educational tool, games have the capacity to engage and motivate students (Paraskeva,
Mysirlaki & Papagianni, 2021; Prensky, 2021) and the learning from games is more likely
motivating, interesting and encouraging way of teaching. They also state that games have
potential for teaching complex new information to students and, in their opinion, both
the use of games. Although active learning with plenty of student involvement is the
norm, and games are fun, some college instructors feel that if learners are laughing and
having fun, they could not be learning very much (Gaudart, 2021). Students often lack
motivation when it comes to learning mathematics, and this, in turn, can affect their
achievement. The results of past studies suggest that the introduction of games in
mathematics can improve students’ attitudes (Bragg, 2021; Massey, Brown & Johnston,
2021). Past research has indicated that when teachers design, develop and implement
innovative teaching methods in their classrooms, they are likely to capture students’
interests and optimize their learning outcomes (Chandra& Fisher, 2021). Another
research indicates that games have the potential to draw students into the learning process
and to encourage them to participate through a more interactive environment (Gosen &
games as an educational tool (Annetta, Cheng & Holmes, 2021; Paraskeva, Mysirlaki &
Papagianni, 2021) and to complement traditional lectures for enhancing students’ learning
(Tan,Tse &Chung, 2021). As an educational tool, games have the capacity to engage and
motivate students (Paraskeva et al., 2021; Prensky, 2021), and therefore, the learning
from games is more likely to be retained (Annetta et al., 2021). Mathematics lessons are
filled up with much talking and writing. This promotes negative attitude and poor
performance in the subject (Kankia, 2021). Findings have also shown that students
maintain a poor attitude towards Mathematics learning (Hostestein & wetch; Ebenezer &
Zeller, 2021) cited by Ogwu (2021). Students develop fear and hatred for the learning of
Mathematics especially when mathematical symbols, signs and formulae are not
understood.
Mathematics games that sharpen one’s logical thinking. Mathematics is beauty which is
seen and felt and must be understood to be employed (Ekwueme , Meremiku & Enukoha,
2021). A clear idea of one’s knowledge of what goes on in Mathematics classroom these
days reveal that teaching procedures in use makes mathematics instructions boring and
uninspiring (Oragwam, 2021). The use of games could provide a good alternative that
could drive Mathematics to our environment. Games are competitive interaction among
when the players can perceive /or influence the course of the game on the basis of
for play in which two or more students interact to reach clearly designated instructional
learning is in the ability of a game to provide drill and practical application. Games are
used variously as ice breakers, to introduce new concepts, for the consolidation of ideas,
for removing drudgery from drill and for creating a positive and enthusiastic atmosphere
in classrooms. It removes fear from the students about the concept learnt in mathematics.
From the explanation of games above, one can infer that games involve
different types of methods and strategies for teaching and learning of the subject, but
always forgetting games. There are doubts as to whether secondary school teacher
the subject acquire necessary competencies in designing and using mathematical games
(Kankia, 2021). Mathematics helps learners find meaning in their environment. As they
learn to reason, connect ideas, analyze situations and think logically, they gain important
tools and concepts for making sense out of a real life situation (Encarta Encyclopedia,
2021).
According to Kitty Rutherford, 2021 people of all ages love to play games that are
fun and motivating. Games give students opportunities to explore fundamental number
strategies. Engaging mathematical games can also encourage students to explore number
combinations, place value, patterns, and other important mathematical concepts. Further,
they afford opportunities for students to deepen their mathematical understanding and
reasoning. Teachers should provide repeated opportunities for students to play games,
then let the mathematical ideas emerge as students notice new patterns, relationships, and
strategies.
different strategies for solving problems and deepen their understanding of numbers.
the problems. Teachers can then observe or assess students and work with individuals or
small groups of students. Games have the potential to allow students to develop
familiarity with the number system and with “benchmark numbers” (such as 10s, 100s,
operations. Games support a school-to-home connection. Parents can learn about their
children’s mathematical thinking by playing games with them at home. The notion of
using games to engage children in learning activities is not new. Instinctively, kids create
games to help them make sense of the world around them. Mostly, they play rules-based
sports games, where they interact according to specified rules of engagement that
determine the behavior of players and the results of their interactions. Beyond these rules-
based games, children also participate in "pretend games," where they mimic the behavior
of adults and explore the implications of rules and the roles in society. There is no doubt
that one way to generate children's interest in mathematics and science is through their
CHAPTER III
RESEARCH METHODOLOGY
This chapter shows the methods and techniques that I will use as researcher for the
study. This chapter also contains the description of the respondents, the statistical tools,
Research Design
This study will employ the one group pretest-posttest quasi-experimental research
design.
This study will take place at Starkid Christian Learning Center located at Centro-1,
Sanchez Mira, Cagayan. This institution is headed by the school admisnistrator, Deaconess
Evelyn A. Aquino.
This study will use complete enumeration in identifying the participants. 10 boys
and 10 girls, for a total of 20 Grade 4 learners of Starkid Christian Learning Center SY
The research instrument that will be used in this study is a set of questionnaire that
will serve as pretest and posttest. After securing necessary approval, a 15-item pretest and
posttest will be used to collect data about the level of mathematical skills of the learners in
solving fractions before and after utilizing the mathematical games. Both the pretest and
The intervention to use in this study will be Mathematical Board Games (MBG)
which aims primarily to create and use mathematical games as supplementary instructional
materials to discover trends in learning. Through games, pupil engagement was increased
which in turn boost their performance. The materials are interesting that is why learners
The intervention was composed of board games that were presented by the teacher
and the learners were able to answer/manipulate the game boards that enhanced the
A learner will solve given mathematical question and will give the answer. If his
answer is correct, he can proceed to the next problem. If not, he has to go back one step
and will be given a simpler mathematical question to solve, giving the learner the chance to
move forward until the peak or the reward end button is achieved. This will be repeated
The intervention to use was taken from the printed modules and learning activity
sheets that matches their books. It was also noted that these materials are quality assured
by the school head and school/district quality assurance team before their distribution.
Also, downloaded self-learning modules (SLMs), learning activity sheets (LAS) from the
DepEd LR portal were used while others were taken from Mathematics 4 textbooks.
The innovation was the conversion of the activities into mathematical games. These
teaching process making the instruction more appealing and motivating for the learners.
The intervention is aligned to the findings of Kimberly 2020 that innovative and
use of games. Mathematical concepts, skills and activities could now be incorporated in
various forms of educational games. Children are naturally fond and inclined to the use of
these games, thus, its use is also highly commendable in teaching basic mathematical
skills. Using mathematical games can serve for dual purposes including representing
mathematical concepts more creatively and innovatively and initiating fun ways of
learning.
The conduct of the intervention will be done using the MBG created by the
fractions, the pretest and posttest results of the participants will be tabulated, analyzed, and
1. Mean and Standard Deviation to find out pre and post mean scores of the participants in
2. T-test was to determine the significant difference between the pretest and posttest
improving the numeracy skills of the Grade 4 pupils along solving of fractions.
2. 12 + 32 =
22 40
3. 1 + 3 =
8 8
4. 10 + 8 =
20 41
5. 1 + 3 =
2 7
6. 3 - 1 =
4 4
7. 5 - 3 =
7 7
8. 1 - 1 =
2 11
9. 2 - 3 =
3 8
10. 10 x 3 =
23 4
11. 1 x 12 =
2 15
12. 11 x 3 =
27 4
13. 3 ÷ 1 =
4 4
14. 3 ÷ 5 =
12 12
15. 3 ÷ 1 =
5 6