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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