LEVELING UP LEARNERS MATH SKILLS: THROUGH INTEGRATING
GAME-BASED ACTIVITIES, OPEN-ENDED QUESTIONS,
AND MANIPULATIVES
An Action Research
Presented to the
Faculty of College of Education
CARAGA STATE UNIVERSITY
Ampayon, Butuan City
In Partial Fulfillment
of the Requirements for the Course
FIELD STUDY II
Participation and Teaching Assistantship
SHANTAL MAE C. CONDE
JAMAICA C. SOLIANO
CHRISTIANNE GHEE D. SUMAGPAO
KENNETH ANGELO S. VELOS
December 2024
I. CONTENT AND RATIONALE
Mathematics o Sipnayan in Filipino is a fundamental subject that
encompasses the study of numbers, shapes, patterns, and logical relationships.
It plays a crucial role in various fields, including science, engineering, finance,
and everyday life. Hence, it is important for children to be adept and comfortable
with mathematical concepts and skills from an early age. Developing a strong
foundation in mathematics can unlock numerous opportunities and enhance
problem-solving abilities, which are essential for success in both academic and
professional pursuits.
However, based on the recent results from the Programme for
International Student Assessment (PISA), the Philippines has consistently ranked
near the bottom, not just in reading and science, but particularly in mathematics.
Additionally, based on the last 2022 PISA results and findings, Filipino children
were found to have low levels of creative thinking skills, with only 6% performing
at the top proficiency levels (PISA Results 2022 (Volume III) - Factsheets:
Philippines, 2024).
Creative thinking skills are the ability to generate new ideas, solve
problems uniquely, and develop innovative solutions (Ayu et al., 2023). It
involves the ability to think outside the box, come up with innovative approaches,
and find unique ways to solve problems. Creative thinking is a crucial component
of success in subjects like mathematics, where problem-solving and innovation
are key. The lack of proficiency in both mathematics and creative thinking among
Filipino students highlights a critical gap that hinders their ability to progress or
advance to higher levels of mathematics that require logic and reasoning. The
underperformance of Filipino students in mathematics and in this critical 21st
century skill is a pressing concern that requires immediate attention and
intervention.
Aside from struggling with creative thinking, Grade 8 students at Ampayon
National High School in Butuan City, Agusan del Norte, Philippines, during the
2024-2025 school year, also found it challenging to solve problems involving
polynomial factors. These learners demonstrated a poor understanding and
solving polynomial factorization, which has been identified as the least-learned
competency for this grade level in their first grading. This is a significant issue as
polynomial factorization is a fundamental skill that underpins advanced
mathematics concepts and is essential for success in higher-level courses.
This challenge correlates to the study of Ekamornaroon et al. (2023), that
also shows that students from Bangkok, often face difficulties when solving
polynomials. The study found out that although most students grasped the
principles of polynomial operations, they frequently misapplied this knowledge,
such as mistakenly combining non-similar terms, reflecting a deeper conceptual
misunderstanding that contributed to ongoing errors. In consequence, enhancing
the creative thinking skills of learners and improving competency in polynomial
factorization are both critical areas that require more effective teaching and
learning strategies to help students overcome these challenges and develop a
stronger foundation in mathematics.
To address these issues, this study will implement a mathematical game-
based approach intervention that uses open-ended questions to enhance the
understanding and problem-solving skills of the learners in factoring polynomials,
including creative thinking skills. An intervention in education refers to a strategic
action or program designed to improve student learning outcomes. It often
involves direct teaching methods and aims to address specific educational
problems, fostering professional development and enhancing self-learning skills
among students. (Alcaraz & Ley, 2023).
Game-based learning is an educational approach that actively engages
students through games, helping them understand complex concepts while
acquiring transferable skills (Zuluaga & Arias, 2024). According to, game-based
learning not only fosters cognitive skills but also encourages critical thinking and
problem-solving abilities (Renganathan et al., 2024), making it a valuable
alternative to traditional teaching methods (Cayang & Ursabia, 2024). Research
shows that integrating educational games into the learning process makes it
more engaging and interactive, leading to increased student motivation and
learning outcomes before and after implementation (Meng & Tseng, 2024).
Meanwhile, open-ended questions are inquiries that allow respondents to
provide answers in their own words, without restrictions on the scope or format of
their responses (Canché, 2022). In the study of Monrat et al. (2022) found out
that open-ended questions, combined with activities tailored to students' learning
preferences, effectively developed mathematical critical thinking skills across all
achievement levels, particularly enhancing engagement and participation in
learning activities among students. By incorporating these strategies, this study
aims to empower learners to become more confident and competent in factoring
polynomials, while simultaneously nurturing their creative thinking skills.
II. ACTION RESEARCH QUESTIONS
This study aims to enhance the creative thinking skills and problem-
solving abilities of Grade 8 students in solving problems involving factors of
polynomials through using manipulatives and a game-based activities integrated
with open-ended questions. Specifically, the study seeks to answer the following
questions:
1. What are the unmastered mathematical skills of Grade 8 learners at
Ampayon National High School during the 1st Grading Period of School
Year 2024-2025?
2. What is the level of learners' creative thinking and problem-solving skills in
relation to polynomial factorization before and after implementing the
manipulative and game-based learning approach?
3. Is there a significant difference between the learners' pretest and post-test
scores after the integration of manipulatives, game-based learning, and
open-ended questions?
4. What are the learners’ perceptions of the effectiveness of integrating
manipulatives, game-based learning, and open-ended questions in
enhancing their creative thinking and problem-solving skills?
III. PROPOSED INNOVATION, INTERVENTION, AND STRATEGY
Game-based learning has become an increasingly popular approach in
education, as it leverages the engaging and interactive nature of games to
facilitate learning and enhance the educational experience. By incorporating
elements of gameplay, such as challenges, rewards, and a sense of progression,
game-based learning can capture students' attention, foster active engagement,
and promote the acquisition of knowledge and skills in a more enjoyable and
immersive manner.
The researchers aim to enhance learners problem-solving skills and
creative thinking through game-based approach combined with open-ended
questions. By incorporating games and open-ended inquiries, the researchers
seek to foster active engagement, promote the acquisition of knowledge and
skills, and cultivate learners' ability to think critically and creatively. The games
will encourage learners to explore solutions, analyze information, and develop
innovative ideas to tackle the challenges presented. Through this dynamic and
interactive learning environment, the researchers hope to empower students to
become more resourceful problem-solvers and creative thinkers.
To address the identified least-learned competency, which was Solving
Problems Involving Factors of Polynomials, the researchers have designed a
game called PolyMaze Quest. The game combines elements of existing puzzles
and math-themed activities, where students will be divided into groups and
assigned to different stations. At each station, they will encounter a polynomial
problem to solve or a mathematical concept to apply. The problems are
presented in an open-ended format, allowing students to explore various
solutions and approaches. After each group finishes answering their respective
stations, they will face a quick obstacle, where they must solve another problem
or engage in an interim discussion before proceeding to the next station. At each
station, the researchers or facilitators will reward the learners with a puzzle piece
leading to the treasure if they answer the questions correctly. With a total of 5
stations, once the learners have collected all the puzzle pieces, they will
assemble the puzzle and answer a final question. The group that solves the final
question first will receive the prize accordingly.
The nature of the proposed game combines both collaborative and
competitive aspects, creating a dynamic and exciting learning experience.
Students work together with enthusiasm to solve puzzles and challenges,
fostering teamwork and shared problem-solving. At the same time, the
competitive element motivates students to perform their best, as they strive to
outdo their peers and earn rewards. This balance of collaboration and
competition not only enhances engagement but also encourages both social
learning and individual achievement, making the learning process more
interactive and enjoyable.
IV. ACTION RESEARCH METHOD
A. The Participants
The participants of the study will be the entire section of Grade 8-STE of
Ampayon National High School, Ampayon, Butuan City. A total of thirty-nine (39)
students are expected to take part of the study.
B. Data Gathering Method
This study will use a quasi-experimental design. This method assesses
the effects of the intervention by comparing the outcomes of the intervention
group before and after the implementation of the intervention. The use of a pre-
test and post-test design allows for the evaluation of changes over time and the
determination of the impact of the intervention (Reichardt et al., 2023).
The researchers will use a complete enumeration sampling technique
where all members of the target population will be included in the study. This
method eliminates sampling errors and provides accurate, reliable results, which
ensure that the sample is representative of the population and minimize selection
bias (Das et al., 2022).
After receiving approval for the research proposal, the researchers will first
authorize a letter to validate the Pre-Test and Post-Test Questions with experts.
This will ensure the questions are appropriate and accurately measure the
intended outcomes. Then, the researchers will conduct a Pilot-Test at Los
Angeles National High School to assess the reliability of the validated questions.
Subsequently, the researchers will tally the results and consult a statistician to
analyze the reliability of the questions using the Cronbach's Alpha statistical tool.
Once the reliability of the instruments is confirmed, the researchers will
seek approval from the school administrators to conduct the actual study. As the
participants are from Ampayon National High School, the researchers will write to
the principal and resource teacher to implement the proposed intervention. Upon
receiving approval, the researchers will administer the pre-test, then proceed with
the lesson or discussion, and finally introduce the mechanics of the game-based
approach during the intervention. After the implementation, the researchers will
administer the post-test to evaluate the effect of the treatment on the participants'
learning outcomes.
The researchers will then tally the results and consult a statistician to
analyze the data using a paired-samples t-test. This statistical analysis will allow
them to determine the significant difference between the learners' pre-test and
post-test scores. This approach is appropriate as the study involves a single
group measured at two time points (Dumdumaya et al., 2024), enabling the
evaluation of the impact of the intervention period.
C. Data Analysis Plan
The data gathered in this study will be analyzed using quantitative
methods and qualitative methods to evaluate the effectiveness of the game-
based learning and open-ended questions intervention. The study will use the
following statistical treatments in analyzing the data:
Mean. It can be used to calculate the average score of the learners before
and after the intervention, offering a general overview of performance
improvement.
Standard Deviation. It can be used to measure the spread or variability of
the learners' scores, helping to assess the consistency of their performance
before and after the intervention.
Paired-Samples T-Test. It can be used to compare the pre-test and post-
test scores of the same group of students to determine if there is a statistically
significant difference in their performance after the intervention.
V. ACTION RESEARCH WORK PLAN AND TIMELINE
The table below shows the activities to be undertaken and their
corresponding time frame.
VI. COST ESTIMATE
The table below reflects the materials which will be used in the conduct of
this research with their corresponding estimated costs of expenses.
Materials Price
1 rem Bond paper 350
10 pcs Cartolina 100
1 pc Glue 60
Snack/ Prices 200
Total: 710
VII. PLANS FOR DISSEMINATION AND UTILIZATION
VIII. REFERENCES
Alcaraz, F. M., & Ley, K. V. L. (2023). Educational intervention and its
application in the development of higher-level self-learning skills. South
Florida Journal of Development, 4(8), 2954–2965.
[Link]
Ayu, N., Suharno, N., & Suryandari, K. C. (2023). Exploration: Creative
Thinking skills in writing Essays Media-Based Image Series. International
Journal of Elementary Education, 7(1), 1–7.
[Link]
Canché, M. S. G. (2022). Machine driven classification of open-ended
responses (MDCOR): An analytic framework and no-code, free software
application to classify longitudinal and cross-sectional text responses in
survey and social media research. Expert Systems With Applications, 215,
119265. [Link]
Cayang, J. A., & Ursabia, E. M. (2024). Leveling-up mathematical skills: The
effectiveness of game-based learning. Journal of Interdisciplinary
Perspectives, 2(7). [Link] Journal of
Interdisciplinary Perspectives, 2(7). [Link]
Das, B. K., Jha, D. N., Sahu, S. K., Yadav, A. K., Raman, R. K., & Kartikeyan,
M. (2022). Concept of sampling methodologies and their applications. In
Concept Building in Fisheries Data Analysis (pp. 17–40).
[Link]
Dumdumaya, C. C., Nahial, W. L., Sabacajan, B. T., & Morados, A. N. (2024).
Effect of Strategic intervention materials on the learning competencies of
learners. International Journal of Multidisciplinary Applied Business and
Education Research, 5(6), 2088–2094.
[Link]
Ekamornaroon, T., Ngiamsunthorn, P. S., Phaksunchai, M., & Chonchaiya, R.
(2023). Identifying common errors in polynomials of eighth grade students.
International Journal of Evaluation and Research in Education (IJERE), 13(1),
57. [Link]
May, M. -D. & Tseng, K. -A. Learning effectiveness of digital game-based
learning for university interdisciplinary programs. 2024 IEEE 7th Eurasian
Conference on Educational Innovation (ECEI), Bangkok, Thailand, 2024, pp.
276-279, doi: 10.1109/ECEI60433.2024.10510864.
PISA Results 2022 (Volume III) - Factsheets: Philippines. (2024, June 18).
OECD. [Link]
factsheets_041a90f1-en/philippines_68d369a7-[Link]
Reichardt, C. S., Storage, D., & Abraham, D. (2023). Quasi-Experimental
research. In Cambridge University Press eBooks (pp. 292–313).
[Link]
Renganathan, K. K., Karuppiah, J., Lakshminarayanan, J., & Pathinathan, M.
(2024). Enhancing algorithmic reasoning and critical thinking through game-
based learning: A graph theory approach. Multidisciplinary Reviews, 7(10),
2024233. [Link]
Zuluaga, S. M. Y., & Arias, M. P. (2024). Games and arts as tools for
developing generic skills in engineering students. International Journal of
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[Link]
APPENDICES
APPENDIX 1: APPROVAL LETTER
APPENDIX 2: PRE-TEST
APPENDIX 3: POST-TEST
APPENDIX 4: ANSWER KEY
Pre-Test Post-Test
1. C 1. C
2. C 2. C
3. B 3. B
4. B 4. B
5. B 5. B
6. C 6. C
7. C 7. C
8. B 8. B
9. C 9. C
10. B 10. B
11. D 11. D
12. B 12. B
13. A 13. A
14. B 14. B
15. D 15. D
16. B 16. B
17. D 17. D
18. A 18. A
19. C 19. C
20. B 20. B