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margin FACILITATING TEACHING AND LEARNING MATHEMATICS
APPLICATIONS
In Partial Fulfillment
PRACTICAL RESEARCH 2
Quantitative Research
March 2018
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is born of individual value system in conflict with generally accepted value (Lagrand,
In-text citation: family name, year In-text citation: family name (year)
1969).
Theoretical Background
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the upper right
3
Profile Tumbling
1. Age Theory
2. Sex
Parenting Seminar
Output Level
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This study aims to determine the relationship between the match-making rank
students in Canduman National High School for the school year 2017-2018 basis for
1.1. age;
7. To what extent does playing DOTA affect the students’ mathematics academic
beneficial to the following: Bold with period, no underline Reason why they will
benefit in your study
School Administrators. The information gathered in this study would be a great
help to the school administrators. This will be directed on how to handle the
students in Canduman National High School for the school year 2017-2018 basis for
This study is limited to DOTA players who are senior high school students of
In order to have an easy and better understanding for the readers, the
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Chapter 3
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RESEARCH METHODOLOGY
This chapter includes research methodology and procedures. This section also
entails data analysis as well as the ethical considerations of the study.
Chapter introduction
State the design
Research Design
This research is a quantitative research design in nature and used descriptive-
measures two variables and assesses the statistical relationship between them with
respondents such as age, the weekly average hours of students playing DOTA, and
their number of years playing DOTA. It aimed to determine the match-making rank
and the mathematics academic performance of the DOTA players. This study also
pursued to know how playing DOTA affects the mathematics academic performance
of the DOTA players in class. Discuss why your study used this design
significant relationship between the profile of the respondents and their mathematics
between match-making rank of the DOTA players and their mathematics academic
performance.
Describe the environment
Research Environment
The study was conducted in Canduman National High School of Barangay
Canduman, Mandaue City. This school is one of the big category public schools of the
offering junior high school as well as senior high school. This school gives a good
National High School, Mandaue City. They were mostly male students coming from
grade 9 and grade 10 junior high school students to grade 11 and grade 12 senior high
school students. The researcher chose those students who played DOTA at least one
hour a day.
State the sampling method used
in selecting the respondents
The researcher used non-probability sampling method specifically purposive
sampling in selecting the respondents of this study. Purposive sampling is also known
participate in the study. This technique was used to get the sample based on the
partake the study. The table below summarizes the distribution of samples where it
Adapted, Adopted
Research Instrument
The main instrument used in this study was a researcher-made questionnaire
questionnaire made by the researcher which contains series of questions for the
The questionnaire of this study is divided into two parts. The first part is about
the profile of the respondents such as age, weekly average hours playing DOTA and
number of years of playing DOTA. It also includes the inquiry about the Match-making
Rank of the DOTA players and their mathematics general average last third quarter.
The second part of the questionnaire is about the investigation on the effects of
Research Procedure
A written permit was secured by the researcher with the approval of the
principal to allow the researcher to conduct a study and collect data inside the
premises of the school. After the approval of the principal, the researcher directly
to make sure that the respondents have agreed to all the agreements regarding the
consequences of this research at the same time protecting and prioritizing the
of data.
The data collected will be tabulated and analyzed using the following
Name
statistical tools: of Tool Definition
WM
Formula: 𝑿=∑ N
Formula
Where:
X = Weighted mean description
W = weighted factor
Σ = summation
X = score
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This chapter presents the in-depth interviews conducted with the participant.
depict the meaning of the effects of DOTA in the students’ mathematics performance.
Chapter introduction
The table one shows that there were 24 or 28.24 percent of the respondents
aged of 17 with as ranked are 23 or 27.06 percent were at aged 18 ranked two, 13 or
15. 29 percent belongs to aged 16 as ranked three; 11 or 12.94 percent at the aged 15
as ranked 4; and the last ranked belong to aged 15 and below and also 18 and above
with 7 or 8.24 percent. Table description
Relationship between Match-Making Rank of the DOTA Players and their
MMR
vs
Very Slight
Mathematics 0.183 0.094 Not Significant
Correlation
Academic
Performance
The table indicates that, the match-making rank of DOTA players have a very
was rejected.
grade in Mathematics. It does not also mean that, having a high MMR they can also
This result contradicts the study of Anand, 2007, “interactive video games can
also increase and lead to higher academic performance.” Another study of Jackson et
al (2008), contradicts the results, “found that the usage of games is causally related
performance.
This implies that playing DOTA will make them to participate often in their
As reflected in the table, the hours spent in studying sometimes affect their
This implies that playing DOTA will make them to study their lessons
The table indicates, the absences in class often affects their Mathematics
This conveys that playing DOTA will make them to absent in their classes in
These results support the study of Park (2014), “this will lead them to cutting
classes, not taking seriously the assignments and projects they need in compiling in
school and getting into trouble.”
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Summary
This study aims to determine the link between the match-making rank and
School for the school year 2017-2018 basis for a proposed design of mathematics
1. age;
Based from the analyses and interpretation of data, the following findings are
drawn:
there were 24 or 28.24 percent of the respondents aged of 17 with as ranked are
aged 16 as ranked three; 11 or 12.94 percent at the aged 15 as ranked 4; and the
last ranked belong to aged 15 and below and also 18 and above with 7 or 8.24
percent.
average number of hours playing DOTA, there were almost half of the
respondents that play DOTA for three to four hours in a day. The result also
shows that there are only five teenagers who play DOTA for more than 7 hours a
day. Delving deeper into the figures, there are 20 plus respondents who play
average years of playing DOTA, there were 23 or 27.06% who played for one to
two hours in a day, while 31 or 36.47% played three to four hours in one day.
this result, it can be stated that the average Match-Making Rank of DOTA players
in general is Archon medal rank. This means DOTA players are in the halfway to
that the average grade of the DOTA players is 83.45 or satisfactory grading scale.
satisfactory, which means that students have time to study, studies their lessons
well, and have high scores as reflected in their general average in Mathematics.
academic performance, the age profile of the respondents has a very slight
and it is a not significant relationship, the sex profile of the respondents has a
correlation to the number of hours playing DOTA have a very slight correlation
a p-value of -0.049, and the numbers of years playing DOTA have a slight
7. In the relationship between match-making rank of the dota players and their
8. In the survey about the effects of playing dota to their mathematics academic
Performance and with an average mean of 3.55, the hours spent in studying
mean of 2.94, and the absences in class often affects their Mathematics Academic
Conclusion
Based on the findings of the study, the following conclusions were obtained:
does not mean that while you are playing DOTA and you are younger compare to
other age brackets you have a low academic performance in Mathematics. And, when
you are older than other age brackets it does not mean that you have a high academic
performance in Mathematics.
The time spent in playing DOTA has no significant relationship to DOTA players
academic performance. It doesn’t imply that the longer hours playing DOTA makes
your mathematics academic performance lower. It does not also mean that, shorter
hours playing DOTA makes your mathematics academic performance higher. The
longer you have played DOTA will make your mathematics academic performance
elevated.
academic performance. It does not also mean that, having a high MMR they can also
have a high average grade in Mathematics and vice versa. Playing DOTA will make
them to participate often in their classes that affect their Mathematics Academic
Performance. Playing DOTA will make them to study their lessons occasionally that
affect their Mathematics Academic Performance. Paying DOTA will make them to
absent often in their classes in general that affect their Mathematics Academic
Performance.
Recommendation
From the findings of the study based on the conclusions drawn the following:
academic performance.
RESEARCH OUTPUT
MATHEMATICS ENRICHMENT LEARNING MATERIAL
Introduction
material aims to stimulate the activity of the students and thereby increasing their
was limited.
a. Guide Card
b. Activity Card
c. Enrichment Card
d. Reference Card
Guide Card
a. Level 1
b. Level 2
c. Level 3
Enrichment Card
Reference Card
REFERENCES
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Psychology
Ball K., Berch D. B., Helmers K. F., Jobe J. B., Leveck M. D., Marsiske M., Morris J. N.,
Rebok G. W., Smith D. M., Tennstedt S. L., Unverzagt F. W., Willis S. L., Advanced
Cognitive Training for Independent and Vital Elderly Study Group
(2002). Effects of cognitive training interventions with older adults: a
randomized controlled trial
Bonny, J. W., Castanida, L. M., & Swanson, T. (2016). DOTA. USA: CHI.
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from Associations for Christians in Student Development:
http://www.acsd.org/article/the-effect-of-videogames-on-student-
achievement/
Dockrill, P. (2016, August). Students Who Play Online Games Actually Get Better
Academic Results. Retrieved from Science Alert:
https://www.sciencealert.com/students-who-play-online-games-actually-
get-better-academic-results
Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video
games on children. Canadian Journal of Psychiatry
Gershgorn, D. (2015, August 5). 5 Things You Need To Know About DOTA 2 and The
International 2015. Retrieved from Popular Science:
https://www.popsci.com/5-things-know-about-dota-2
Jackson, L., Zhao, Y., Kolenic III, A., Fitzgerald, H., Harold, R., & Von Eye, A. (2008).
Race, gender, and information technology use: The new digital divide.
CyberPsychology and Behavior
Hertzog C., Kramer A. F., Wilson R. S., Lindenberger U. (2009). Enrichment effects on
adult cognitive development. Psychol. Sci. Public Interest
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Mugot, M. L. (2016). Effects Of Playing Dota 2 And Academic Performance Among Grade
8 Students Of Mindanao State University. Retrieved from academia.edu:
http://www.academia.edu/32468782/EFFECTS_OF_PLAYING_DOTA_2_AND
_ACADEMIC_PERFORMANCE_AMONG_GRADE_8_STUDENTS_OF_MINDANAO_
STATE_UNIVERSITY_L.docx
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https://personsaddictedbycomputergames.wordpress.com/2012/09/27/th
e-effects-of-dota-to-the-students/
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Achievement. The Future of Children,
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students-7615003.html
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Walter R. Boot, D. P. (2011). Do action video games improve perception and cognition?
Retrieved from PERSPECTIVE ARTICLE:
https://www.frontiersin.org/articles/10.3389/fpsyg.2011.00226/full
CURRICULUM VITAE
JOHN SEDRICK A. MELGAR
Riverside, Canduman, Mandaue City
Landline: 3187298 Mobile: 09333000466
Email Address: jsam.emath@yahoo.com
PERSONAL INFORMATION
ACADEMIC BACKGROUND
Master in Education
Major in Mathematics
Graduated
Cebu Technological University
Main Campus, Cebu City
May 2016
TEACHING EXPERIENCE
Teacher 2
Canduman National High School
Mandaue City
2015 - Present
Instructor
Cebu Technological University
Main Campus, Cebu City
2013 - 2017
Classroom Teacher
Maria Montessori International School
Talamban, Cebu City
2009 – 2011
Classroom Teacher
Marie Ernestine School
Talamban, Cebu City
2008 - 2009
Classroom Teacher
La Consolacion College
Liloan, Cebu
2007 – 2008
Instructor
Cristal e-College
Tagbilaran City, Bohol
2006 – 2007
Instructor / Teacher
Blessed Trinity College
Talibon, Bohol
SEMINARS ATTENDED
Senior High School Mass Training Of Teachers For Academic Track (Core And
Specialized Subjects) (Batch 5)
Department of Education
Cebu City
February 5 – 10, 2016
Senior High School Mass Training Of Teachers For Academic Track (Core And
Specialized Subjects) (Batch 2)
Department of Education
Cebu City
January 8 – 13, 2016
Senior High School Mass Training On Teachers For Academic And Core
Subjects
Department of Education
Cebu City
June 6 – 10, 2016