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Quizizz in Grade 8 Integer Mastery

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0% found this document useful (0 votes)
91 views12 pages

Quizizz in Grade 8 Integer Mastery

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Name: Viel Betonio, Alzel Laica Calimas, Charlou Añover, Marianne Eve Arayan, Rubilyn

Gerogalin.

Proposed Title: The Effectiveness of Game-Based Learning (Quizizz) in Improving the


Learning Performance on Basic Operations on Integers

I. Context and Rationale (Study Background)


As the COVID-19 came it took a lot of changes in education system, it has been

shown that there is a learning gap between Mathematics and students' performance and learning

for the past two years of absences on face-to-face classes (De Villa & Manalo, 2020). Math is

a necessary component for the growth of reasoning and critical thinking skills, which are vital

for daily living, one part of mathematics that is fundamental to other mathematical concepts is

integers that must be mastered by students from elementary to high school (Sahat, 2019;

Makonye & Mashaka, 2016). Furthermore, it shows that during their first few years of

elementary days many students start to have unfavorable attitudes toward mathematics (Leroy

& Bressoux, 2016). By the time these students reach the junior high school days many of them

inherently struggle at math, simply because they have negativity perceptions towards

mathematics and lack of understanding of concepts that leads to misconceptions that result

error in applying mathematical rules and generalizations (D Permata et al., 2019; White &

McCoy, 2019).

According to Leroy and Bressoux (2016), when learners struggle with math, these

attitudes can be toxic to a productive environment and foster a lack of motivation and drive.

Additionally, having preconceived notions might make it difficult for students to comprehend

new material and limit their ability to successfully solve mathematical problems involving

integer operations (Lucariello et al., 2014).

On the other hand, Wiyono K. & Zakiyah S. (2019) assert that the 21st century is

characterized by education during the Industrial Revolution. 4.0 is a means to supplement the
phenomenon of digital integration in daily life, where humans and technology interact to solve

problems and discover new innovative theories. Therefore, in accordance with the era of

industrial revolution 4.0 Game-based learning has been widely used by teachers in teaching

different subjects (D Dewantara et al., 2020). It combines gaming elements with educational

material. According to studies, game-based learning increases student engagement,

participation, self-assurance, critical thinking, and performance (Bayeck, et al., 2020). Game-

based learning can advance learning and help teachers design classrooms for the twenty-first

century. The use of technology and video games such as Quizizz application as teaching aids

is known as game-based learning an instructional method that incorporates educational content

or incorporating educational concepts into computer or video games with the intention of

engaging players (Coffey, 2017, para. 1). It proves that this studies already conducted have

shown that using technology and video or playing games increases students' understanding of

and engagement with mathematical ideas (Umboh et al., 2021).

Finally, as the DepED implement face-to-face classes, the pre-service teacher has

been entrusted with working with grade 8 students as a researcher as well. It has been observed

over the past two months that one of the learning abilities, namely the application of

fundamental foundations of operations on integers when solving mathematical problems, has

not been met by the students. In this instance, Quizizz will be used by the study's researchers

as a game-based learning tool to help them find ways for students to master the aforementioned

competency.
II. Action Research Questions

This study aims to determine the effectiveness of Quizizz as a game-based learning

in improving the grade 8 students’ learning performance on basic operations on integers.

Specifically, it sought to answer the following questions:

1. What is the level of Grade 8 students’ performance in solving mathematical problems

involving basic operations on integers during pre-test?

2. What is the effect of Quizizz application tool in performance of Grade 8 students in Basic

Operation on Integers during post-test?

3. Is there a significant relationship between the pre-test and post-test with regards to the

performance of grade 8 students?

III. Proposal Innovation, Intervention Strategy (Describe innovation / intervention


/strategy)
The researchers are making interventions that could help the mastery skills of the students and

able to remember the basic operations on integers. In addition, researchers are innovative in

thinking new methods that could help to lessen the learning gap of the students. Finally, the

researchers are creating strategy that could help the students to improve their conceptual

understanding and performance. Thus, researchers are encouraging students to download an

application that could help the students to realize that basic operations on integers is not that

difficult.

Below are the researchers processes to be followed in an intervention, innovation and strategy

plan:
FIRST PROCESS

The first process will focus mostly on the pre-test by evaluating each student's

knowledge and skill in the subject specifically in mathematics, determining the students who

have the least mastery of integer operations and will be the target participants of this action

research.

This pre-test involves:

▪ Multiple choices

▪ Fill in the blank

▪ True or false

Upon knowing the exact participants of the study an intervention tutorial shall be follow:

The tutorial consists of concepts of operation of integers, the (4) four fundamental operations

of mathematics and factoring polynomials.

Materials:

▪ Flash Cards

▪ Visual aids

▪ Video-assisted instruction

Activity: Quizizz

Quizizz, a game-based learning tool, will benefit the eighth-grade mathematics

class. Its primary goal is to encourage students to adopt a more positive attitude toward math.

Quizizz's self-paced nature allows students to improve their mental acuity without feeling

rushed. Additionally, when it comes to games, the learners actively participate and are quite

engaged.
SECOND PROCESS

Second phase of tutorial mainly focus on improving the conceptual understanding

of the students to operation of integers.

Activity: Quizizz Application

The main function of this application Quizizz is a game that students can play in

class or at home at their own pace. Every learner competes to improve, and retakes are

encouraged while students play Quizizz, which handles the grading instantly and shows what

each student has mastered and allows them to know where they can improve and share their

progress. Also, it is a brain training program designed to improve attention, memory, speaking

skills, processing speed, math skills, and more. Furthermore, this application will assist

students in productively exercising their math skills, particularly on integers, by providing a

variety of math quizzes comprised of various types of math problems that will improve the

student's level of mastery and understanding. Furthermore, this application will boost students'

motivation, improve their ability to recall information, assist them in getting better grades, and

reduce their stress about mathematics.

Post-test

The results of the post-test demonstrate whether a student has acquired the knowledge

needed to pass the course. Additionally, they demonstrate how much each student's knowledge

increased and how much growth occurred throughout the course.


IV. Action Research Methods (Describe action research methods)

A. Participants / Other sources of Data

The participants who were involved in this study were the 30% randomly selected

Grade 8 students of Ampayon National High School Academic Year 2022-2023. The sampling

design used in surveying the selected students is probability sampling technique which is the

stratified random sampling.

B. Data Gathering Methods / procedures

For the formality and legality, the researchers will ask permission through a letter

of request from the Principal of Ampayon National High School to float the questionnaires in

the pre-Test and Post-Test questionnaires to the participants, the selected Grade 8 students.

After its approval, the researchers were personally distributing the questionnaires to the

selected respondents. A brief orientation will administer for the participants to fully understand

further about the questionnaires

To gather the data this will be done during regular class hours. The grade 8

participants will be given a pre-test, for their level of understanding and knowledge with

regards to basic operations on integers. These consist of three (3) type of tests namely, a)

multiple choice test, and b) Fill in the blank, c) True or False. The researchers will then conduct

intervention in a form of tutorial, this consist of three (3) types namely; a) Flash Cards b) Visual

Aids c) Video-Assisted Instruction. Finally, the researchers will then conduct activity that the

participants will encourage to use the QUIZIZZ application as a game-based learning tool for

assessing their knowledge in basic operations on integers. The researchers will then conduct a

post-test to the participants to determine the effectiveness of game-based learning (QUIZIZZ)

in improving the performance of grade 8 in basic operations on integers. Hence, the researchers
collected the questionnaires from the participants and their responses were tabulated and

analyzed using appropriate statistical tools.

C. Data analysis Plan

The researchers used thematic analysis to determine the students' level of

performance in solving mathematical problems involving basic operations on integers, and the

effects of Quick Brain application in the students' learning performance.

V. Action Research Work Plan (Summarize Action Research Work Plan)

Activities Objectives Time Person Place Verifiable Budget/


Fram Responsibl Indicators Resource
e e s needed
Send a Allow the 1-2 Teacher/ AmNH Signed letter Bond
request researcher to days Researcher S of consent papers
letter to the take the lead Printing
school in carrying
principal out the
requesting research
approval to process.
conduct the
research.
Conduct a Determine 1 day Teacher/ AmNH Pre-Test Bond
pre-test on least learned Researcher S questionnair papers
the basic students on e
operations the basic printing
on integers. operations on
integers.
Conduct Improve the 1-3 Teacher/ AmNH Peer- Manila
interventio mastery and days Researcher S Tutorials Paper
n with its conceptual Card
regards on understandin Board
the basic g on the basic Laptop
operations operations on Smart TV
on integers integers Load
Apply the Evaluate the 8-10 Teacher/ AmNH Implement Load
QUIZIZZ performance days Researcher S QUIZIZZ Laptop
application of the application Cellphone
as game- students in
based using summative
learning QUIZIZZ test
tool to application as
master the game-based
knowledge learning tool
regarding to master the
basic knowledge
operations regarding
on integers basic
operations on
integers
Conduct Determine if 2 days Teacher/ AmNH Tabulated Bond
Post-Test the result of Researcher S results of the papers
on basic the applied post-test. Laptop
operations strategies has Printing
on integers. significant
relationship

VI. Cost Estimate (Possible expenses)

Particulars Unit Quantity Unit Price Total Cost


Bondpapers (A4 Ream 1 215.00 215.00
size)
Printer Ink Bottles 2 370.00 740.00
(Black)
Mobile Load Days 10 110.00/week 220.00
Manila Paper Piece 6 5.00 30.00
Cardboard Piece 10 12.00 120.00
Staple Wire Box 1 60.00 60.00
Travel Expenses Days 20 100.00 2,000.00
Students Pack 25 50.00 1,250.00
Reward

Total Expenses PHP 4,635.


VII. Plan for Dissemination and Utilization (Describe how the results will be shared)
January February February February March March March March
(Week (Week (Week (Week 3 (Week (Week (Week (Week
4) 1) 2) & 4) 1) 2) 3) 4)
Proposal and
revision of
action
research
Developing
research tools
for data
collection
Instrument
validation
Collection of
Primary Data
Implementing
the
Intervention
Final
Collection of
the Data
The
Completed
Initial Draft
of the AR
Final Defense

Checking and
Revision
AR
completion
and
publication
VIII. References (Include all possible references)

Bayeck, R.Y. et al., (2020). Examining Board Gameplay and Learning: A Multidisciplinary
Review of Recent Research. SAGE Journals.
[Link]

Coffey, A. J., et al (2017). “The efficacy of an immersive 3D virtual versus 2D web


environment
In intercultural sensitivity acquisition”. Educational Technology Research and
Development 65(2):455–479. [Link]

D Permata et al., (2019). Students’ misconceptions on the Algebraic prerequisites concept:


Operation of integer number and fractions. J. Phys.: Conf. Ser. 1188 012059.
[Link]

D Dewantara et al, (2020). The Effectiveness of Game-Based Learning on the Logic Gate
Topics.
Phys.: Conf. Ser.1491 012045. [Link]
6596/1491/1/012045/meta

De Villa, J. & Manalo, F.K (2020). Secondary Teacher’ Preparation, Challenges, and Coping
Mechanism in the Pre-Implementation of Distance Learning in the New Normal.
IOER
International Multi-Ddisciplinary Research Jornal.
[Link]

Leroy, N. & Bressoux, P. (2016). Does Amotivation Matter More Than Motivation in
Predicting
Mathematics Learning Gains? A Longitudinal Study of Sixth-Grade Students in
France. Contemporary Educational Psychology 44, 41-53, 2016.
[Link]
Lucariello, J. et al., (2014). A Formative Assessment of Students’ Algebraic Variable
Misconceptions. Science Direct Support Center.
[Link]

Makonye, J. & Mashaka, H. (2016). Understanding of grade 10 learner errors and


Misconceptions in elementary algebra. Journal of Educational Studies 1 288.
[Link]

Maxwell Hartt, Hadi Hosseini & Mehrnaz Mostafapour (2020). Game On: Exploring the
Effectiveness of Game-based Learning, Planning Practice & Research. DOI:
10.1080/02697459.2020.1778859. [Link]

Sahat, S. et al., (2019). Development of Learning Materials Based on Realistic Mathematics


Education to Improve Problem Solving Ability and Student Learning Independence.
International Electronic Journal of Mathematics Education, v14 n1 p243-252 2019.
[Link]

Umboh, D. et al., (2021). Improvement of Student Mathematics Learning Outcomes through


Kahoot Learning Games Application at Elementary School. Journal of Physics: Conference
Series. [Link] 10.1088/1742-6596/1869/1/012124

White, K. & McCoy, L.P (2019). Effects of Game-Based Learning on Attitude and
Achievement
In Elementary Mathematics. An Online Journal for Teacher Research, v21 n1 Article
5
2019. [Link]

Wiyono, K. & Zakiyah, S. (2019). Pendidikan Fisika Pada Era Revolusi Industri 4.0 di
Indonesia. Seminar nasional pendidikan program studi pendidikan fisika 1 (1), 1-14,
2019.[Link]
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ah&btnG=#d=gs_qabs&t=1674622085161&u=%23p%3DxpXCQ8Bm_VUJ

Common questions

Powered by AI

Game-based learning methodologies, such as Quizizz, can have substantial long-term educational benefits on students' problem-solving skills. By combining educational content with gaming elements, these tools promote deeper cognitive processing and encourage strategic thinking . As students engage in game-based learning, they are tasked with applying mathematical concepts in various contexts, which reinforces their understanding and aids in the retention of these concepts over time . Research indicates that game-based learning also develops critical thinking and analytical skills, as students must evaluate different strategies to succeed in the games . Thus, the consistent use of such tools in education can lead to improved problem-solving capabilities, as students learn to approach challenges with a critical mindset .

Preconceived negativity towards mathematics often leads to a lack of motivation and can obstruct the comprehension of new mathematical material, limiting students' ability to effectively learn integer operations . This negativity may stem from misconceptions and errors that occur early in students' education . Quizizz mitigates these effects by integrating game-based learning that changes the learning environment from a traditional, often stressful one, to one that is engaging and supportive . By presenting integer operations as part of interactive games, Quizizz makes learning more approachable and enjoyable, thus reducing anxiety and altering negative perceptions . This approach enables students to develop a positive association with math, enhancing their ability to understand and apply mathematical concepts .

The integration of Quizizz as a game-based learning tool significantly enhances student engagement and motivation. According to studies, game-based learning, which includes elements of fun and competition, increases student participation and engagement . Quizizz, in particular, is designed to be self-paced, allowing students to progress without pressure, thus fostering a positive learning environment . This approach encourages active participation and authentic engagement with the content . Additionally, the immediate feedback mechanism helps to boost students' motivation as they can instantly see their progress and areas for improvement . As such, the use of Quizizz transforms the learning experience into an interactive and enjoyable process, which can significantly mitigate negative perceptions of mathematics and enhance motivation .

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