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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY

Jaysonsville II Subd., Putatan, Muntinlupa City


SENIOR HIGH SCHOOL

“Factors on having menu with limited budget among

selected parents in Muntnlupa City”

A Thesis

Proposal to

Ms. Marialyn A Opanes

In Partial fulfilment

Of the requirements for

Practical Research in Daily Life 1

By

Calisin, Alyka

Gorospe, Michaela A.

Himor, Rufamae V.

Rivera, Rain Justine

Cookery 11 – 1B – 4

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Experimental research over the decades shows that mathematics instruction

has been characterized by traditional, abstract formulation which seems to be readily

understood by only a small number of students. The teaching of Mathematics is

viewed as unappealing to the majority of students, as outdated and unconnected with

their interests and experiences (Goodrum, Hackling, & Rennie, 2001). Ideas are

presented in an overly theoretical and abstract manner without sufficient opportunities

for students to engage in problem solving and experimentation.

Recent studies have provided the opportunity to create a completely new learning

environment in mathematics by significantly increasing the range and style of

possible classroom activities. Taking into consideration that students learn best when

they are active rather than passive, the selection of the kind of methods in teaching

calls for the involvement of such activities that would make learners dynamic and not

inactive. Therefore, it is more important than ever to incorporate different motivation

and teaching strategies to help increase students' knowledge, involvement, and

enjoyment in any class, especially in mathematics

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

class. The choice of the method to be used should aim at developing

motivation and interest on the learners for an active and more holistic kind of learning

process to take place.

Motivation and interest are essential tools in learning. Motivation is the

process that initiates, guides and maintains goal oriented behaviors that causes us to

act in certain circumstances. An example would be if one is thirsty the mind

processes the need to drink a glass of water thus the movement of the body initiates

a person to stand and go get a glass of water. On the other hand, interest is the

strong eagerness or feeling of wanting to learn about a certain idea or to be involved

in something.

A student who is highly motivated and interested to learn enjoys learning and

tends to learn much more than one who is not as motivated. He/she persists and

perseveres in his/her studies even when things turn out to be tough. He/she does

easily give up. As a result, his/her performance will be satisfactory. On the other

hand, a student who is not motivated to learn does not enjoy learning, does not study

unless pushed. When he/she encounters difficulty in studying, he/she by far gives up.

He/she lacks perseverance.

Educators play a vital role in maintaining the interest and motivations of students in

learning. School learning depends primarily on the interaction of students with

teachers and of students with the tasks. Traditional approaches to

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

motivation typically either attempt to make learning fun or to rely on

grades and other extrinsic rewards and punishments to pressure students to

put forth the necessary effort. Through guides of modern educators comes up

with strategies that boost up the interest and motivation of their students. Very

promising seems to be the method of teaching by games.

Game, specifically didactical game refers to activity of pupils

which realize some educational goals and bring to pupils’ happiness

and pleasure. Prucha, Walterova and Mares (1998), gave a very nice

and comprehensive definition of didactical game. According to them,

didactical game is an analogy of spontaneous children’s activity, which

realize (for children not every time evidently) educational goals. It can

take place in classroom, sport-hall, playground, or in the nature. Each

game has its rules, needs continuous management and final

assessment. It is suitable for single child either for group of children.

Teacher has various roles: from main coordinator to an onlooker. Its

advantage is motivational factor: it raises interest, makes higher

children’s involvement in teaching activities, and encourages children’s

creativity, spontaneity, cooperation and also competitiveness. Children

can use their knowledge, abilities and experience. Some didactical

games approach to model situations from real life.


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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Using of games in pupils education has long tradition

throughout the history. So it came also in focus of researches in

the theory of mathematics education. Randel, Morris, Wetzel and

Whitehill (1992) referred that using of didactical games during

mathematics’ teaching can support pupils’ motivation and

performance during lessons.

Ernest (1986) claims that the success of teaching, depends to a

large extent on the active involvement of the learner and playing games

demands involvement. Games cannot be played passively: players have

to be actively involved. For this reason, psychologists including Piaget,

Bruner and Dienes suggest games have a very important part to play in

learning, particularly in the learning of mathematics.

It is due to the researchers’ curiosity that there have been questions

raised behind their wit that lead them to conduct their research. This

study aims to determine the perceived effects and of instructional games

in Mathematics to Grade seven students of Muntinlupa Business High

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

School. Thus, providing and creating new perspective in teaching and

learning of mathematics for today’s era.

Theoretical Framework

Activity Theory was one of the bases for the present investigation.

According to Katelinin,a Russian psychologist who emphasized experiential

learning, this theory is similar to le arning by doing. Thus, the students are

obliged to participate in games and simulation activities so that they will

understand the process skills and application to reality. This is supportive to

higher order knowledge and skills rather than rote memorization.

In hierarchical structure of activity, it means the activities are composed

of goal directed actions that must be undertaken to fulfil the object. Activity

theory holds that the constituents of activities are not fixed, but can

dynamically change as condition demands.

Activity theory differentiates between internal and external activities. It

emphasizes that internal activities cannot be understood if they are analysed

separately from external activities because they transform each other.

Internalization provides a means for people to try potential interaction with r

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

eality by performing actual manipulation with real objects.

Externalization transforms internal activities into –external ones. It is also

important when collaboration between several people through simulations and

games require their activities to be performed in order to be coordinated.

Relating realistic events to concepts in Mathematics through activities

will ease the delivery of lesson. The concept geared from this process will

result also to concept that is applicable to real life situations ask for its uses.

Learning which applies activity theory is an acquisition of knowledge

which allows self-construction process. When this process is observed by

Mathematics teacher, it will result in simplifying, generating new propositions

and increasing the manipulations of information applicable to their needs.

Next is Change Configuration Theory with Zone of Proximal

Development Theory and Self-Determination Theory. These theories served

as the baseline or foundation of the researchers in conducting this study. By

the use of these theories, the researchers would be able to know the

perceived effects of instructional games in Mathematics to Grade seven

students of Muntinlupa Business High School.

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Conceptual Framework

INPUT PROCESS OUTPUT

1). Mathematics Instructional 1). Mathematics


achievement of method in achievement of
students before teaching students after
instruction. mathematics: instruction.

2). Mathematics a. Games 2). Mathematics


attitude of (Experimental attitude of student
students before group) after instruction.
instruction.
b. Traditional
method(Control
group)

Figure 1: Research Paradigm

This study focused on the complete effect of using instructional games on the

mathematics achievement and attitude of grade seven students in Muntinlupa

Business High School.

For consideration, on the input we have the mathematics achievement and attitude of

students before instruction. In order to get the output, which are the mathematics

achievement and attitude of students after instruction, the process used is the

instructional method in teaching mathematics, one group is by usi ng games


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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

(experimental group), and the other by the use of traditional method of teaching

(control group).

Statement of the Problem

The purpose of this study was to test the effect of using instructional

games to Mathematics achievement and attitude of grade seven students of

Muntinlupa Business High School.

Specifically, the study sought to answer the following:

1. What is the demographic profile of the students in terms of:

1.1 Age

1.2 Sex?

2. What is the mean of the test scores of students in the control group (not

exposed to instructional games) and experimental group (exposed to instructional

games)?

3. What is the Mathematics attitude of students in the:

3.1 Control group during the initial and final survey?

3.2 Experimental group during the initial and final survey?

4. Is there a significant difference in Mathematics achievement of students in the

control group and experimental group?

5. Is there a significant difference in mathematics attitude of in the students the

experimental group before and after the execution of games?


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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

6. Is there a significant relationship between the instructional games in the

mathematics achievement and attitude of students

Statement of Hypothesis

In the light of the problems, the following hypotheses were tested in this

study:

1. Is there a significant difference between the mathematics achievement

of the students in the control group and experimental group?

2. Is there a significant difference between the mathematics attitude of

students in the experimental group before and after the execution of games?

3. Is there a significant relationship between the instructional games in the

mathematics achievement and attitude of students?

Scope and Delimitation

This study aimed to determine the perceived effects of instructional games in

Mathematics to Mathematics achievement and attitude of grade seven students

currently enrolled in Muntinlupa Business High School.

The respondents were chosen through purposive sampling so that the

gathered data would be reliable. The respondents of the study include the 100 grade

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

seven students currently enrolled in Muntinlupa Business High School of school year

2014-2015. Specifically, they were the Grade 7-Turquoise and Grade 7-Aquamarine,

which were the two middle sections out of 17 sections the school has.

steps for the improvement of instruction and the curriculum.

The Curriculum Planners. They will be informed of the needs of the

students for a better learning process,and thus, will be moved into such

actions as planning for a better curriculum.

The Parents. As a result of their children’s interest and enthusiasm in

answering mathematical games, parents may also try their skills in

solving them. This will lead to a harmonious and beautiful coordination

between parents and children.

The Future Researchers. The findings of this study could be a basis for

further researches in teaching other areas of study for higher level

particularly in college.

Definition of Terms

The following are the terms used in this study which have been defined

operationally to establish a common frame of reference between the

researcher and the reader.

Achievement refers to the knowledge attained or skills developed in a

school subject, usually designated by test scores. In the study, it refers to

the scores obtained by the students in the formative tests.

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Attitude is a settled way of thinking or feeling about someone or

something, typically one that is reflected in a person's behavior.

Control Group refers to the class not exposed to instructional games. This

is the class exposed to the traditional method.

Didactical Games are games that promote learning to students while

enjoying. They are also called educational games.

Enjoyment is a feeling of pleasure caused by doing or experiencing

something an individual like. In this study, it refers particularly to the

pleasure gained by students from being exposed to instructional games.

Experimental group refers to the class exposed to the used of

instructional.

game.

Game refers to an activity that involves elements of skills and amusement

in a form of competition or recreation. In this study, it refers to parlor

games, children’s game and the like incorporated with mathematical

concepts and relevance

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Grade seven is a year of education under the K-12 curriculum. It is the

seventh year after kindergarten. It is the grade next-to-last of grade

school and the beginning of junior high school.

Instructional games refer to games that are been created for the purpose

of using it in the process of teaching. In this study, these refer to the

games being used as tool to determine the effects they may bring on the

achievement and enjoyment of the students.

Interest is a feeling that drives our wants or desires to know or learn

about something or someone.

Learning is the process of acquiring knowledge, skills or values through

experience, study, or by being taught.

Mathematics is the study of the measurement, properties, and

relationships of quantities and sets, using numbers a Motivation is an

inner force that directs the behaviour of an individual to do something.

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Muntinlupa Business High School is a public high school located in Buli,

Muntinlupa City.

Teaching method is a systematic way of delivering instruction to the

learners to lessen any flaws in teachings. In this study it refers to the use

of Instructional games in teaching mathematics

Teaching refers to the act or process of imparting knowledge, skills or

values to an individual or a group.

Traditional Method refers to the usual lecture/discussion method which

makes use of seatwork. In the study, it was the method used for the

control group and symbols.

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Chapter 2

REVIEW OF RELATED LITERATURES AND STUDIES

State of the Art

Research is a continuous process; a problem leads to another pursuit of

investigation. To have a wide understanding on the proposed problem,

the researchers reviewed studies that have been undertaken both within

and outside the country and also with existing theories in mathematics

education. This chapter particularly discusses some of the highlights of

both related literature and studies.

Related Literature

Education via games is not a new idea. The value of games as a

desirable learning medium has been traced to the ancient Egyptians.

Through the ages, some of the most profound thinkers in history, like

Plato have expounded positively in terms of the value of games in the

teaching-learning process. As cited by (Donovan, 2004), Plato stated:

Amusement and pleasure ought to be combined with instruction in order

to make the subject more interesting.

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CHRIST THE KING COLLEGE OF SCIENCE AND TECHNOLOGY
Jaysonsville II Subd., Putatan, Muntinlupa City
SENIOR HIGH SCHOOL

Games help develop the ability to analyse. There are cases in the history

of Mathematics by which a mathematical theory of principle was

discovered out of a puzzling situation. Games could hold the attention of

the participants for a long period of time without them being aware of the

time passed by.

The article entitled “Junior High School Mathematics: Motivation

vs. Monotony”, (Sobel, 1975) as cited by P. Coruno (2006) presented ten

specific suggestions for motivating students in learning Mathematics. His

suggestions were as follow:

1. Making use of contemporary materials such as daily newspapers.

2. Using topics from history of Mathematics.

3. Introducing applications of Mathematics.

4. Providing opportunities for guessing.

5. Providing for laboratory experiences.

6. Introducing new topics with innovative teaching strategies.

7. Making frequent use of visual aids.

8. Setting stage for student discovery.

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