Performance Task #5.2 - Mac Angelo Macapua (Autosaved)

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EFFECTIVENESS OF UTILITIZATION

OF DIGITIZED ACTIVITIES ON THE


MATHEMATICS PERFORMANCE OF
THIRD GRADE LEARNERS

MAC ANGELO S. MACAPUA


MAEd - Math
Laguna State Polytechnic University
Introduction
• An opportunity for educators to change the way
they teach students in any subject using various
modalities is presented by this global pandemic.
• Education in the new normal, particularly on an
online platform, should engage learners more, and
teachers are challenged to make their instructional
materials and strategies meaningful, motivating,
and, ultimately, measurable.
• That is why educators and schools play an important
role in improving and supporting students'
mathematical skills and competencies.

Laguna State Polytechnic University


Background of the Study

• The Trends in International Mathematics and


Science Study 2019 revealed that Filipino students
lagged other countries in the international
assessment for mathematics and science.
• Online Distance Learning (ODL) is one of the learning
modes presented to maintain learning continuity.
• Digitized activities are any instructional practice that
effectively uses technology to strengthen a student’s
learning experience.

Laguna State Polytechnic University


Theoretical Framework

• Boutelier, S. & Ludwig, N., 2021


• Connectivism by
George Siemens (2004)
• Bruner (1966)

Laguna State Polytechnic University


Conceptual Framework

Laguna State Polytechnic University


Statement of the Problem / Purpose

The purpose of this study is to determine the effectiveness of utilization of digitized


activities on the mathematics performance of third grade learners.
Specifically, the researcher seeks answer to the following questions:
1. What is the mean score of the two groups in pre-test, formative, and post-test?
2. Is there a significant difference between the mean scores obtained by the
experimental group and comparison group from the given formative tests?
3. Is there a significant difference between the mean scores obtained by the
experimental group and comparison group from the given post-test?
4. Is there a significant difference between the mean scores of pre-test and post-
test of each group?

Laguna State Polytechnic University


Hypothesis of the Study

1. There is no significant difference between the formative tests'


mean scores of the experimental group and comparison group.

2. There is no significant difference between the posttest mean


scores of the experimental group and comparison group.

3. There is no significant difference between the pretest and


posttest mean scores of the experimental group and
comparison group.

Laguna State Polytechnic University


Significance of the Study
This strategy may be the most effective in meeting the
needs of Math learners, particularly those who struggle
with numbers. As a result, this research is important for
the following reasons:
• Grade 3 learners
• Teachers
• Future Researchers
• MSMSI Admin

Laguna State Polytechnic University


Scope and Limitations of the Study

• The study will focus on the effectiveness of the


utilization of digitized activities on the mathematics
performance of third grade learners.
• Two groups from Grade 3 learners of Morning Star
Montessori School Inc. will be the participants of the
study.
• The study focused on two major variables: digitized
activities and module standardized learning activity
sheets for the independent while the third grade
learners’ performance for the dependent variable.

Laguna State Polytechnic University


Review of Related Literature ( Related Literature)

• Digital Learning Games for Mathematics and


Computer Science Education: The Need for
Preregistered RCTs, Standardized Methodology,
and Advanced Technology (Bertram, 2020).
• Our Princess Is in Another Castle (Young et al.,
2012).
• The Importance of Game Based Learning in
Modern Education (Dadheech 2021)

Laguna State Polytechnic University


Review of Related Literature ( Related Studies)
• Videogames and learning of history: the assasin’s creed saga (Alarcia & Barco,
2014).
• Integrating the iPad into Language Arts Instruction for Students with
Disabilities: Engagement and Perspectives (Cumming & Rodriguez, 2013).
• Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and
Linguistic Learning Levels of Primary School Students (Del Moral Perez, et al.,
2018).
• Mathematical modelling with digital tools—a quantitative study on
mathematising with dynamic geometry software (Greefrath, Hertleif & Siller,
2018)
• Exploring the Use of Mathematics Apps in the Elementary School Classroom
(Kwak, 2017).
• A Multi-Method Investigation of Mathematics Motivation for Elementary Age
Students. School Science and Mathematics (Linder, Smart & Cribbs, 2015).
• Teacher Perceptions and Use of Technology Across Content Areas with
Linguistically Diverse Middle School Students (Siefert, Yearta & Oliveira, 2019)
• Interventions in education to prevent STEM pipeline leakage (van den Hurk,
Meelissen & van Langen, 2018)

Laguna State Polytechnic University


Review of Related Literature ( Synthesis)
• The cited related studies, presents the advantages of using game applications in
teaching mathematics.
• Game-based learning, similar to the research provided, provides students with the
type of learning environment they like, as opposed to typical classroom pen-and-
paper activities, and helps learners to build the abilities that are expected of them in
the labor field. The authors of this study also believe that using games in the
classroom conveys the urgency of the situation in ways that promote an intriguing
and engaging learning environment.
• Students' attitudes toward mathematics learning and views of various crucial
classroom components improved as a result of the usage of games. According to this
study, exposing children to games boosted teacher support, involvement, personal
significance, pleasure, and academic efficacy.
• It will help them be more determined and motivated to tackle the challenge by
supporting them in shifting their image of mathematics as something tough rather
than something fun and personalized to their individual needs. They can also share
what they've learned through play, especially when collaborative activities are
included.

Laguna State Polytechnic University


Research Design

• This research is a Quantitative research -


quasi-experimental approach.
• Digitized activities will be administered
using Kahoot and Quizizz.
• Effectiveness will be measured using the
test scores.

Laguna State Polytechnic University


Participants of the Study

• The participants of the study will be the


third grade learners of Morning Star
Montessori School Inc.
• Two sections of grade 3 learners will be
given the pre-test before the conduct of the
study.
• After the pre-test, the participants will be
identified using match-paring.

Laguna State Polytechnic University


Research Instrument
Digitized Activities
(Quizizz and Kahoot)
Assessments
(Pretest, Formative Test and Posttest)
• Pretest and posttest will include thirty
questions that cover the same learning
competencies while the formative test is an
assessment will be given each week. It will
cover the MELCs that will be discussed within
the week.

Laguna State Polytechnic University


Research Procedure

Approval of
School PRETEST INTERVENTIONS
Principal

Analyze and FORMATIVE


Interpret Data POSTTEST
TEST

Laguna State Polytechnic University


Statistical Treatment Data

• mean and standard deviation


• independent t-test
• Cohen’s d
• dependent t-test

Laguna State Polytechnic University


“Technology is just a tool.
In terms of getting the kids working
together and motivating them, the
TEACHER is the most IMPORTANT.
— Bill Gates

Laguna State Polytechnic University

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