Mathematics Among Grade 10 Students in Montevista National High School-Main OBJECTIVES: This study aims to determine the following:
level of students’ mathematical performance
using the traditional method; level of students’ mathematical performance using the Amazing Race; and significant difference between students’ mathematical performance using traditional method and Amazing Race. Alternative Hypothesis --There is a significant difference of the students’ mathematical performance between students who are exposed in the application of amazing race and to the students who art not exposed in any math games, just traditional way of leaning mathematics among the Grade - 10 students in Montevista National High School Main. INTRODUCTION Mathematics is possibly one of the most underappreciated sciences. They don’t know that Mathematics is everywhere and it has a wide range of useful applications in our daily living. However, in education where students faced different topics in mathematics, there are many students who did not value its importance because they always questioned the application and uses of mathematics in our lives. When they encountered higher mathematics that is really complicated, they became more passive in the learning process because they cannot relate to the topic. According to Airth (2018) that sometimes, students find it difficult to connect with a topic that seems foreign to them. We do call math a language of its own. One great way to get students excited about math is to make it personal to them. Getting them actively involved in the learning process can lead to the greatest learning, that which is done without even being aware of it happening. Using math games, your students will work together in active (and sometimes competitive) ways to practice their skills at solving problems. Based on Nix (2018) a postdoctoral Research Fellow at Florida College, for five years she taught grade eight in math, she had great relationships with her students, delivered instruction in her own unique way, and facilitated student learning. She always used games as a way to review math concepts. She created a game entitled O.M.G Graphing Inequalities for Grade 6-9 students. She feels great about the games they play in class. She also refined many of her own games that are also available in Free to Discover. The Department of Education (DepEd) promoted “Damath” which is coined from the Pinoy checkerboard game “dama” and mathematics as a Filipino way of learning math. Learning math can be made more interesting and easier for Filipino schools through a new board game. DepEd said that in its unique way, the damath board game ushers Filipino schools into the new millennium by equipping them with competitive life-long learning for understanding and intercommunication technology-fluency skills. In addition, the new board game blends local culture, education and digital technology to make math teaching and learning child-friendly, challenging and interactive. The researchers observed that most of the students have difficulties in learning mathematics specifically during our Field Studies. They were students who were sleepy and they did not listen carefully to the discussion. The students did not participated actively and it looks like they hate the subject. As pre-service teacher observing them that time, we were worried about the problems we have experienced with them. The teacher must think deeply on how to make Mathematics fun since most of the students’ perceptions about Mathematics were negatives. In that case, the researchers became interested in conducting a study on how to solve the existing problems. The researchers created three (3) mathematical games such as: A Road to Forever, Fix Me, I’m Broken!, The Faster, The Better that would help the students in learning mathematics. Hence, this study investigates the effectiveness of applying Mathematical Games in the topics that we will be handling in our Practice Teaching among Grade 10 students in Montevista National High School-Main. Furthermore, this study aims to encourage the Mathematics teacher to become flexible in teaching Mathematics. Also, to become creative and innovative in making activities or games which are relevant to the topics. This study will be beneficial to the students. It will help them to become active learners and to have an understanding about mathematical concepts and learn mathematics in a fun and knowledgeable way. Also, this is beneficial to teachers. Statement of the Problem
Learning Mathematics have remained to be one of the problems
for those students who are not motivated and interested to this subject due to some negative perceptions and ideas on mathematics, wherein some of the students are not that good in this subject. This study aims to determine the effectiveness of three (3) specific mathematical games applied on the topics to be handled by the researchers in their Field studies 5 and 6. Specifically, it seeks to answer these following questions:
1. What is the level of students’ mathematical performance using the
traditional method? 2. What is the level of students’ mathematical performance using the Amazing Race? 3. Is there a significant difference between students’ mathematical performance using traditional method and Amazing Race? Research Design The study will use quasi-experimental research design. This will be involved two groups; the experimental group, wherein the researchers will integrate the Amazing Race every after the discussion of the lesson and for the control group, wherein the researchers will use traditional method in delivering the lesson. A pre-test and post-test will be used to determine the significant difference on the level of students’ mathematical performance in learning mathematics. The two classes will be taught by the pre-service math teachers or the researchers themselves. Mike Allen (2017), quasi-experimental design (QEDs) is a type of design commonly used in communication research. This type of design allows researchers to have a moderate degree of control in establishing causality and is usually used in the field, rather than a laboratory setting. This entry begins with a discussion of experiments in communication research in general and focuses on the QED in particular, detailing its distinguishing features and common variations. This research method will deal with the significant difference on the level of students’ mathematical performances with the application of Amazing Race in learning mathematics. Research Respondents The selection of the respondents will be based on the Pre-test to be conducted to all Grade10 students of Montevista National High School-Main. The students in two (2) sections having the 33% or 1/3 lowest scores after checking the pre-test will be the respondents. The researchers will choose randomly the section for experimental group and other section for control group. Research Instruments The research instruments that we will be using in this study are Pre-test and Post-test examination. The lessons we will be teaching in the experimental group and control group are identical and parallel but they differ on how we discuss the topic. The test questionaire contains 50 items test. The researchers will make a test questionaire and the coverage for the testing will be based on the topics that we will be discussing. The researchers will apply the Amazing Race in Experimental group.
Amazing Race is composed of three (3) mathematical
games namely: A Road to Forever, Fix Me I’m Broken and The Faster, The Better. These mathematical games are applicable to all topics in mathematics. Every after the discussion of the topic, the researcher will apply mathematical game. The Amazing Race, specifically the aboved mentioned mathematical games are originally created by the researchers. A Road to Forever There are 6 teams in a class. The facilitator will roll the dice. The number from 1-6 in the dice represent each team. At the beginning, whatever number will be shown on the top of the dice will have the chance to choose a number from 1-60. Each number contains one problem but there are 6 numbers that contains “Bonus”, that means they can proceed to another block without answering a particular problem. The representative of each team who will get the answer first will have the chance to choose a number for the next question. If the answer is wrong, the facilitator will roll the dice and whatever number will be shown on the top of the dice will have the chance to choose a number for the next question. Every correct answer of the team, they can proceed to another block depending on the number of steps written on the block until he/she will reach the finish line. For Example, If (+2 or +1), that means forward twice or once for correct answers only but if (-2 or -1), that means backward twice or once for wrong answers only. If the first representative will reach the finish line, the next representative of the team will proceed next and do the game, and so on and so fourth. If all the members of a team will reach the finish line first will be the WINNER. The winner will get 30 points and the rest is 20 points. Fix Me, I’m Broken! There are 3 teams in this game. Each representative of the teams will undergo in 2 stations. In Station 1, they will execute what they have picked and then, if they perform it correctly, they will pick a problem. In station 2, they will answer the problem they have picked. If they got the correct answer, they will picked one scrambled paper in a box. If the answer is wrong, they will go back to station 1 until they got the correct answer. If one of the representatives of each team will not get the correct answer 2 times, he/she will go back to his team without a scrambled paper and the next representative will go next. After they got all the scrambled papers, they will arrange it and come up with a sentence. They will choose one representative to go to the board and will write the sentence they have completed. The first team who will write the sentence in the board correctly will be the WINNER and will receive 30 points. The rest of the teams will receive 20 points. The Faster, The Better There are 5 teams in this game. There are 3 rounds: Easy round, Average round and Difficult round. In easy round, each question will be answered by two representatives in each team. The questions are simple and basics. The first representatives who will get the correct answer will proceed to another seat and another two representatives will answer the next question. The first team who will reach the finish line will get 10 points. The rest of the teams will get 5 points. In average round, the process is the same with easy round but the questions are complex and the first team who will reach the finish line will get 15 points and the rest will get 8 points. In difficult round, all of the members of each team will help each other to answer the final questions. The final questions are more complex than the questions in easy and average round. If the team who raise first the answer but their answer is wrong, they don’t have the chance to answer the next question. The first team who will answer the question correctly will receive 20 points and the rest will receive 10 points. The team who get the highest points they earned from easy to difficult round will be the Winner. Statistical Tool The data will be analysed through the use of the T-Test by William Sealy Gosset. To be more specific, the researcher will use Independent- mean t-test also known as an Independent measures. It is used to compare two groups, the experimental and control group. This test will determine the significant difference between students in experimental group who are exposed in the application of Amazing Race and to those students in control group who do not. The mean is used to determine the total results of the group. Mean. This is used to determine the level of students’ mathematical performance in learning mathematics using the Amazing Race and Traditional Method. t-test. This is used to determine the significant difference of Amazing Race and Traditional Method. In order to arrive at definite interpretation of each scale, the researcher used a descriptive rating scale for the hypothetical mean range: Range Scale Verbal Description Interpretation
Respondents are able to
understand the discussion about 41-50 Outstanding the topics and solve all the problems correctly or there are just few missing parts in the solution process or in the final answer.
Respondents are able to
31-40 Very Good understand some of the discussion about the topics and solve few of the problems incorrectly.
Respondents have lesser
understanding of the discussion 21-30 Good about the topics and solve some of the problems incorrectly.
Respondents have limited
11-20 Average understanding of the discussion about the topics and solve more than half of the problems incorrectly.
Respondents have unclear
1-10 Poor understanding in the discussion of the topics and did not get the correct solution of the problem. RESULTS AND DISCUSSION This chapter presents the results and findings of the study, the personal reflection conveyed by the researchers, discussion of the results and its implications to educational setting. Level of Students’ Mathematical Performance The table 1 shows the level of students’ mathematical performance of experimental group which used of the Amazing Race and the control group which used Traditional Method. Table 1. Level of Students’ Mathematical Performance in Learning Mathematics
Mean Level Description
Respondents are able to understand the discussion about the topics and solve all the problems correctly Amazing Race 41.78 Outstanding or there is just missing part in the solution process or in the final answer.
Respondents are able to
understand some of the discussion about the topics Traditional Method 31.25 Very Good and solve few of the problems incorrectly. The experimental group which used the Amazing Race gets the mean of 41.78 and it remarks as Outstanding while the control group which used Traditional Method gets the mean of 31.25 and it remarks as Very Good. The experimental group used the Amazing Race in Learning Mathematics gets the remarks of Outstanding which implied that the respondents are able to understand the discussion about the topics and solve all the problems correctly or there is just missing in the solution process or in the final answer. Also, this group shows better performance to the class. If the students are more exposed to the traditional way in learning mathematics, it reflects their level of mathematical performance. Based on the scores of control group in the post test exam, they get the lower rate since they only understand some of the discussion about the topics and solve few problems incorrectly because traditional method is being utilized during the discussion of the topics. On the other hand, the experimental group gets the higher scores and remark as Outstanding. It shows that the students understand and solve problems since Amazing Race is being applied during the discussion. Furthermore, the results show that the Amazing Race being applied to the experimental group is more effective as a tool in learning mathematics. Also, it gives opportunities to the students to develop their mathematical understanding, problem- solving and encourage them to explore important mathematical concepts. According to Rutherford (2015), engaging mathematical games can also encourage students to explore number combinations, place value, patterns, and other important mathematical concepts. Further, they afford opportunities for students to deepen their mathematical understanding, solving and reasoning. Teachers should provide repeated opportunities for students to play games, and then let the mathematical ideas emerge as students notice new patterns, relationships, and strategies. Quinn and Iverson (N.D) argued that students “need to be engaged more and to be put at the centre of the learning experience to change from passive vessel to active participant. In addition with Rutherford (2015) states that playing games encourages strategic mathematical thinking as students find different strategies for solving linear equations, quadratics expressions, word problems, etc. and deepen their understanding of numbers. When played repeatedly, games support students’ development of computational fluency. In addition, according to Reed et.al (2018), Math games provide a structure and process for learners to engage in problem solving in order to reach a particular goal or objective. They also added that games are an ideal vehicle for learners to practice persistence and problem solving as they try out new strategies and encounter difficulties. They can see what works and why, and try again without the pressure of doing it right. Teachers can support the development of learner’s persistence at challenging games and of their confidence as problem solvers. Since the respondents of this study were from the Grade 10 students of Montevista National High School-Main, it is then their privilege to experience the application of Amazing Race as a tool in order for them to learn mathematics. This result shows that the experimental group which the Amazing Race is being applied can learn better compare to the control group which Traditional method is being used to discussion the topics. Difference between Measures Table 2 shows that there is a significant difference in the scores of control group and experimental group. Based on the result that being stated, the experimental group performed better in learning mathematics than the control group. Therefore, the result shows that the Grade 10 students learn better if Amazing Race is being applied as a tool during the discussion of the topics. Table 2. Test Of Significant Difference In Amazing Race and Traditional Method Mean t-computed t - critical Decisions at Description H1 There is a significant difference Amazing 41.78 -10.79 1.99 Accept of the students’ mathematical Race performance between students who are exposed in the application of Amazing Race and to the students who are Traditional 31.25 not exposed in any math Method games, just traditional way of learning mathematics among the Grade 10 students of Montevista National High School-Main. The experimental group gets the t value or t computed -10.79 which is less than t critical of 1.99. Thus, the decision bring on to accept the alternative hypothesis or shows significant difference of the students’ performance between students exposed in the application of the amazing race and to the students who are not expose in any math games, just traditional way of learning mathematics among the Grade 10 students of Montevista National High School-Main. It was stated in the News Center by Parker (2015) that according to Professor Jo Boaler, students learn math best when they work on problems they enjoy, rather than exercises and drills they fear. They learned best in mathematics when they approach the subject as something they enjoy. Speed pressure, timed testing and blind memorization pose high hurdles in the pursuit of math. In addition with her statement, students are motivated if they feel enjoyment towards the subject. However, he also added that as teacher we need to ensure that they are not just enjoying the subject but also they learn from it. It is not good if they just always feel fun with the subject without considering if they still learning. In connection, the result of the study was opposed to the research of the University of Manchester (2012). It was stated that Traditional Teaching methods still dominant in math classrooms. Twenty-first century math lessons in English secondary schools are generally much like those of decades ago, with the teacher standing at the front of the class asking questions and opportunities for students to relate the subject to their real lives relatively sparse. On the other hand, to the results of this study, it shows a significant difference of the mean rank of 41.78 of the experimental group and the control group with the mean rank of 31.25. This means that the experimental group understands the discussion of topics for math subject because of the Amazing Race being applied as a tool in learning mathematics. In this result, it uses the Independent-mean t-test also known as an Independent measures. It is used to compare two groups, the experimental and control group. The two groups determine its difference through the result of the mean and t- test. The results of this table were based on the post-test that conducted after the three topics being discussed. The decision at alternative hypothesis which is accepted means that the result of the test shows significant difference between the Amazing Race and Traditional Method. Based on the experienced of Anderson (2016), playing mathematics games encourages strategic thinking, solving equation and word problems and develops fluency. They give the chance for students to apply their learning in a different context and the opportunity to explain and discuss the mathematics involved with their peers - often without fear of failure. It supports the result that the students solve well and understand the topics being discussed because the Amazing Race as a tool was being applied. Findings, Conclusions and Recommendation Findings The following significant findings were drawn from the study.
1. The Grade 10 students’ level of Mathematical Performance in the
application of the Amazing Race as a tool is Outstanding since the result shows that the experimental group gets the mean of 41.78. The students are able to understand the discussion and solve math problems. 2. The Grade 10 students’ Mathematical Performance in Traditional Method is Very Good since the result shows that the control group gets the mean of 31.25. The students only understand some of the discussion and solve few math problems incorrectly. 3. The study shows the result that there is a significant in the scores of control group and experimental group since the t value or t computed is -10.79 which is less than to the t critical of 1.99. Conclusion In view of the findings of this study, the following conclusions were drawn: 1. The level of the students’ mathematical performance in the experimental group is higher compare to the control group. When the students are exposed to Amazing Race, it helps them learn better the topics and they also perform better in the class and solve math problems actively. 2. The level of students’ mathematical performance in the control group is lesser than the experimental group. Since the control group used the Traditional Method in learning mathematics. When the students are not exposed to Amazing Race and other math games, they only learn some of the discussion and solve few of the math problems incorrectly. 3. There is a significant difference between the students’ level of mathematical performance using the Amazing Race and Traditional Method since the t value or t computed is -10.79 which is less than to the t-critical of 1.99. 4. The Grade 10 students in the experimental group learn mathematics better because of the Amazing Race being applied as a tool. Recommendations In this modern era of improving our educational system in the Philippines, the educators are challenged to face the new curriculum implemented and mandated to secure the new trends, enhance and develop the curriculum locally for a better quality education. Based on the results of the study, the researchers came up with the following recommendations: 1. Math teachers are encouraged to apply mathematical games in teaching Mathematics in order to help students to learn better and become active learners. Also, it is in line with the new curriculum where in the focus is on the performance- based which means that applying math games would be a great tool to make mathematics fun to learn at the same time they could learn well and perform in mathematics meaningfully. 2. In applying mathematics game, Math teachers must choose or create math games that are appropriate and suited to the topics and in lined with the learning outcomes. If possible, create math games that can be used mostly to the topics in Mathematics. 3. It would be more helpful if they could make a module containing different mathematical games that are applicable to the topics in mathematics that are relevant and effective in learning the subject. 4. Educators who will apply mathematical games must ensure that the learners are not just enjoying the math games but also, they must monitor that the learners are really acquiring knowledge from it.