―Enhancing Numeracy Skills: A Study on the Impact of Creative Math Games‖ 1
PHILIPPINE NORMAL UNIVERSITY
The National Center for Teacher Education
ENHANCING NUMERACY SKILLS: A STUDY
ON THE IMPACT OF CREATIVE MATH
GAMES
A THESIS
Presented to
The Faculty of Teacher Development
Philippine Normal University
National Center for Teacher Education
North Luzon Campus
Aurora, Alicia, Isabela
In partial fulfillment
Of the Requirements for the Degree
BACHELOR IN EARLY CHILDHOOD EDUCATION
HANS DALE BASTENG
JENALYN GUIQUING
YNA MALAZZAB
JOANNE PORTALES
ANGELICA VILLANUEVA
JULY 2024
―Enhancing Numeracy Skills: A Study on the Impact of Creative Math Games‖ 2
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CERTIFICATE OF APPROVAL
The thesis/dissertation attached hereto, titled ENHANCING NUMERACY
SKILLS: A STUDY ON THE IMPACT OF CREATIVE MATH GAMES,
prepared and submitted by HANS DALE BASTENG, JENALYN GUIQUING,
YNA MALAZZAB, JOANNE PORTALES, AND ANGELICA VILLANUEVA in
partial fulfillment of the requirements for the degree of BACHELOR IN EARLY
CHILDHOOD EDUCATION, is hereby recommended for oral examination.
LETICIA AQUINO
Adviser
Approved in partial fulfillment of the requirements for the degree of Bachelor in
Early Childhood Education.
_____________________________
_________________________
Member Member
_____________________________
_________________________
Member Chairman
Accepted in partial fulfillment of the requirements for the degree of Bachelor in
Early Childhood Education.
GABRIEL G. URIARTE
Head, Department of Educational Management,
Measurement and Evaluation
LETICIA AQUINO
Dean, College of Education
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ABSTRACT
This study examined the impact of creative mathematical games on the
numeracy skills of Grade 2 learners at Cauayan South Central School during the
2023-2024 academic year. Purposive sampling was used to select two groups based
on their Mathematics grades, specifically targeting those with scores of 75% or
lower. The research employed a quasi-experimental design, gathering data through a
researcher-developed and validated checklist. Pretest and posttest assessments, also
created and validated by the researcher, were analyzed using a t-test to determine if
significant differences existed in performance levels between the two groups.
Key findings from the study include: (1) the experimental group generally did
not prefer using Creative Math Games as a method for learning mathematics, (2) the
control group expressed satisfaction and a favorable preference for learning addition
and subtraction through direct instruction, without the inclusion of games, and (3)
there was no significant difference in the performance levels between the
experimental and control groups. In conclusion, despite the potential for enjoyment
and engagement, the introduction of creative math games did not result in notable
improvements in the numeracy skills of Grade 2 pupils at Cauayan South Central
School. Therefore, the study suggests that Creative Math Games should be carefully
designed and validated according to students' competency levels and preferences
before implementation.
Keywords: Creative Mathematical Games, Numeracy skills, Grade 2 pupils
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ACKNOWLEDGEMENT
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TABLE OF CONTENTS
PAGE
TITLE PAGE……………………………………………...……………………...…............i
APPROVAL SHEET ..………………………….…………... ………………………...…..ii
ABSTRACT…………….……………………………………………………………...…..iii
ACKNOWLEDGEMENT……………………………..……………………………...…..iv
LIST OF TABLES……….………………………..…………………………………...…..iv
LIST OF FIGURES…… ..………….………………………………………………...…..iv
LIST OF APPENCDICES……….….....……………………………………………...…..iv
Chapter 1- The Problem and Its Background……………………………………5
1.1 Introduction……………...……….……………………………….…....... 5
1.2 Conceptual Framework…………………………………………………... 8
1.3 Research Paradigm………………..…………...……………………….. 16
1.4 Statement of the Problem…………………………….……………….... 19
1.5 Significance of the Study…...……………………………....................... 20
1.6 Scope and Delimetation of the Study….…………………….................. 20
1.7 Definitions of Terms…………………………......................................... 21
Chapter 2 Review of Related Literature………………..…………………………
Chapter 3- Methods and Procedures……………………………………………….
3.1 Research Design…………...…...………………………………………. 23
3.2 Participants of the Study…….………...……………............................... 24
3.3 Instrument of Data Collection………….……………………………..... 24
3.4 Data Gathering Procedure……………….……………………………… 24
3.5 Data Analysis..…………………...………………...…………………… 25
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Chapter 4- Presentation, Analysis and Interpretation of Data………………
4.1 Most challenging competencies in Grade 2 Mathematics……………….
4.2 The Preferences of the Experimental Group Respondents Toward
Creative Math Games………............………..........................................
4.3 The Preferences of the Control Group Respondents Toward Direct
Instruction…...........................................................................................
4.4 The Difference in the Level Of Competece Between the Experimental
Group and Control Group……………………………………………………
Chapter 5- Summary, Conclusions,
Recommendations……………………………………
5.1 Summary……...………....……...………………………………………. 23
5.2 Conclusions…………………………...……………............................... 24
5.3 Recommendations………….......……………………………………..... 24
REFERENCES……………………………………………………………………
APPENDICES..……………………………………………………………………
(Alphabetical order)
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LIST OF TABLES
TABLE PAGE
1 Most challenging competencies in Grade 2 Mathematics …………….
2 The Preferences of the Experimental Group Respondents
Toward Creative Math Games ...........................................................
3 The Preferences of the Control Group Respondents Toward
Direct Instruction……………………………………………………..
4 The Difference in the Level Of Competece Between the
Experimental Group and Control Group……………………………..
LIST OF FIGURES
FIGURE PAGE
1 Conceptual Framework……………………..……………………..
LIST OF APPENDICES
APPENDIX PAGE
A (Alphabetical order)…………………………….…………………..
B (Alphabetical order)……………………………..………………..
CHAPTER 1
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THE PROBLEM AND IT’S BACKGROUND
This chapter of the paper presents the problem and its setting. It includes the
background of the study, the Conceptual framework, the research paradigm, the
statement of the problem, the significance of the study, and the scope and
delimitations of the study, and the definition of terms.
Introduction
Numeracy is a skill that involves confidence and the ability to deal with
numbers and measurements. It necessitates a working knowledge of the number
system, a set of computational skills, and a desire and capacity to solve number
issues in various situations. Numeracy also requires a practical understanding of
how data is obtained by counting and measuring and then presented or depicted in
graphs, diagrams, charts, and tables (United Nations Relief and Works Agency,
2013). Early mathematical instruction is important to young children's ability
development on the impact of prior achievement on future academic success on the
need to focus on numeracy (Ofsted, 2018). However, according to Education
Scotland (2019), Mathematics, out of all the learning areas in basic education,
presents students with problems that arise from within or from without, which
consequently affects numeracy skills.
Mathematics education in early grades sets the foundation for future
academic success, yet numerous challenges persist in the Grade 2 math curriculum.
Studies have highlighted the significant hurdles students face in mastering key areas
of Grade 2 math curriculum, often due to the abstract nature of mathematical
operations and the necessity for a solid grasp of basic numeracy skills. For instance,
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Van de Walle, Karp, and Bay-Williams (2019) emphasize that the transition from
concrete to abstract thinking is particularly challenging for young learners,
impacting their ability to understand addition and subtraction with regrouping.
Additionally, this is supported by the findings of Nguyen, Guo, Stamper, and
McLaren(2020), who report that the learners often struggle to visualize and
accurately represent mathematical problems, leading to computational mistakes and
lack of confidence in their mathematical abilities.
Over the years, there has been widespread concern about young students
struggling with numeracy skills worldwide. A study by Singh, P., Hoon, T. S., Nasir,
A., Ramly, A. M., Rasid, S. M., & Meng, C. C. (2021) suggests that the main reason
for poor math performance is usually nestled in their experiential learning, where
the subject is often treated as dull and boring. In addition, the lack of ways to
support early childhood mathematics teaching practice serves as a challenge to
address entrenched attitudes and beliefs among early childhood educators. This
limitation can hinder learners from improving their numeracy skills, as noted by
Cohrssen, Church, and Tayler (2016).
In the 2018 Programme for International Student Assessment (PISA),
Filipino students ranked among the lowest performing groups globally. Specifically,
in mathematics, fewer than 20% of students demonstrated proficiency at Level 2,
while over 50% showed very low proficiency below Level 1. Scoring below the
lowest level of proficiency in the PISA, these Filipino students have been clearly
left behind in terms of mathematics education; more than half of this age group of
Filipino students have inadequate mathematical skill compared to their peers in
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other parts of the world. Notably, disparities were observed between public and
private schools, with mean scores of 343 and 395, respectively (Department of
Education, 2019).
Recent research in the Philippines by Igarashi and Suryadarma (2023)
discovered that one in ten grade 10 students, equivalent to roughly 150,000 students
in 2019, did not have foundational mathematics skills. According to the country's
K–12 basic education curriculum, these skills should be mastered by grade 3.
Therefore, it was expected that nearly all students from grades 4 to 10 would
possess these skills. This indicates a persistent problem despite educational reforms
since 2012, with math skills lagging behind reading skills. These findings are
consistent with those of Aguilar-Galsim and Garin (2018), who noted that students
reaching higher grades in elementary school face challenges in Mathematics due to
insufficient mastery of fundamental operations. These trends align with national and
international assessments showing that many pupils‘ Mathematics knowledge and
competencies fall short of the expected level upon completing basic education
(UNESCO, 2011 as cited in Aguilar-Galsim and Garin, 2018). This problem is also
evident in the grade 2 pupils of Cauayan South Central Elementary School.
The integration of Creative Math Games into early childhood education has
emerged as a dynamic and effective solution for fostering numeracy skills among
learners. Numerous studies, including those by Vogt, F., Hauser, B., Stebler, R.,
Rechsteiner, K., & Urech, C. (2018), Aguilar-Galsim and Garin (2018), and
Murtagh, Sawalma, and Martin (2022), have consistently demonstrated the positive
impact of game-based interventions on students' mathematical performance,
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engagement, and attitudes. Creative math games offer a tailored and engaging
approach to learning aligning with the needs and interests of young
learners. Likewise, the versatility of game-based learning is further emphasized by
Ergul and Dogan (2022) who provide additional support for the efficacy of game-
based. Lastly, White and McCoy (2019) underscored significant improvements in
both attitude and achievement among elementary and primary school students
exposed to game-based learning. These findings are consistent with De Chambrier,
A., Baye, A., Tinnes-Vigne, M., Tazouti, Y., Vlassis, J., Poncelet, D., Giauque, N.,
Fagnant, A., Luxembourger, C., Auquière, A., Kerger, S., & Dierendonck, C. (2021)
research on kindergarten learners, indicating that educational games benefit learners
from diverse backgrounds and achievement levels.
Various research endeavors have been conducted to validate the effectiveness
of creative math games in fostering numeracy abilities in elementary school pupils
and the researchers concur with what they discovered. However, there are limited
studies conducted among Grade 2 learners within the Philippine curriculum or setting.
In this light, the researchers conducted this study to examine the effectiveness of
Creative Math Games on the development of the numeracy skills of Grade 2 pupils
who have different sets of math lessons and skills to be developed compared to
preschoolers which focuses only in the addition and subtraction with and without
regrouping. Studying addition and subtraction with and without regrouping is
essential for building a solid mathematical foundation, developing problem-solving
abilities, gaining practical life skills, and preparing for advanced education. In
addition, the researchers intend to provide early childhood educators with a variety of
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creative math games as an effective means for introducing mathematical concepts and
helping young Filipino students develop their numeracy skills. Moreover, researchers
aim to mitigate the stress often associated with mastering mathematical concepts and
instill a sense of enjoyment among young learners.
Theoretical Framework
This study is anchored on Froebel‘s play approach which also falls under the
Constructivist Theory in education. Constructivism emphasizes the active role of
learners in building their own understanding rather than just passively accepting
information. It provides the theoretical underpinning for understanding how
children learn and develop mathematical skills and concepts through play, while
play-based learning provides a practical, engaging, and effective method for
implementing constructivist principles in the mathematics classroom. In Froebel‘s
play approach, Play is not seen as entertainment, but as a meaningful and purposeful
activity that allows children to develop their creativity, problem-solving skills, and
social interactions. Through play, children engage in self-directed learning and
construct their understanding of concepts. Furthermore, this approach emphasizes
the importance of play, nature, and hands-on experiences while fostering a child's
intellectual, emotional, and physical growth. It encourages the child to discover how
things work, through purposeful activities which are active, hands-on, and of
interest to the individual child.
Typical attributes of the Froebel approach encompass play, a focus on
student-centered learning, and the cultivation of creativity. Instead of relying solely
on structured teaching instructions or discussions, this approach employs play as a
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method of learning. Here, children acquire an understanding of introduced concepts
through direct experiential engagement with them. Furthermore, students are
encouraged to articulate, explore, and embrace the learning process through trial
and error, wherein educators adopt a guiding role. Educational materials are
presented to students to facilitate the exploration of concepts, expression of
creativity, and understanding of how things work.
Froebel‘s emphasis on play as a fundamental and natural way for children to
learn aligns well with the goal of this research on using games to make learning
math enjoyable and engaging, thus enhancing the numeracy skills of young learners.
Games can provide a rich and meaningful context for mathematical thinking and
problem-solving, as well as foster motivation, curiosity, engagement and creativity.
Therefore, this study aims to investigate how Creative Math Games influence the
numeracy skills of Grade 2 pupils.
Conceptual Framework
This conceptual framework aims to explore the development and
implementation of games that foster numeracy skills and positive attitudes toward
mathematics among young students. Using Froebel's Play Approach to Enhance
Math Learning in Young Learners.
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Figure 1. Conceptual Framework
Figure 1 introduces a research framework that includes Identifying
challenging competencies, teaching and learning mathematics through direct
instruction and creative game, improvement numeracy skills and active
engagement. The researcher investigated the effect of creative math games on
improving numeracy skills of the learners. To achieve this, data collection methods
such as checklists, pre-test, and post-test assessments were employed to validate the
authenticity of the gathered data. These methods aided in investigating the
effectiveness of creative math games in teaching numeracy skills to second-grade
learners
Research Questions
This study attempts to answer the development of numeracy skills of
selected Grade 2 pupils of Cauayan South Central School in Cauayan City for the
School Year 2023-2024. The study seeks to address the following research
questions:
1. What are the preferences of the experimental group respondents
toward Creative Math Games?
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2. What are the preferences of the control group respondents
toward Direct Instruction?
3. Is there a significant difference in level of competence in math
of the respondents, as shown by the pre-test and post-test?
Hypothesis of the Study
There is no significant difference between the effectiveness of direct
instruction and creative math games in developing learners‘ numeracy skills.
Scope and Delimitation of the Study
The study aimed to assess the effectiveness of Creative Math Games in
improving numeracy skills among Grade 2 pupils at Cauayan South Central School in
Cauayan City, Isabela, during the 2023-2024 school year. It specifically targeted
Grade 2 students who faced challenges in understanding mathematical concepts such
as addition and subtraction, including regrouping. The experimental group
participated in creative math games, while the control group used Direct Instruction.
The research analyzed the students' checklist results, as well as their pre-test and post-
test scores from both groups, which were used for t-test comparisons.
Significance of the Study
The findings and insights that were generated could be valuable benefits to
various stakeholders:
The School Administrator. They can help and guide early childhood educators to
plan their activities by providing the learners with appropriate creative math games
in order to develop their numeracy skills. Likewise, the result of this study will help
administrators plan the math program for Grade 2.
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The Early Childhood Educator. The result of this study will give the Grade 2
teachers a better idea and clearer understanding of the numeracy skills of Grade 2
learners. The teachers therefore will know what to implement in their strategies and
where to adjust the varying levels of abilities already acquired by the learners at
home and community. The results will help the Grade 2 Teachers enrich the subject,
and make their approaches and techniques more interesting, thus creating an interest
in mathematics among learners.
The Parents. The role of parents in helping the children build numeracy skills is as
important as the teacher while not all parents have the necessary preparation to
assess the children. The results of the study will give the parents an idea of the
games that they can use to develop the numeracy skills of their children.
Other Future Researchers. The study's findings can be conferred and used as
informational sources when conducting further research of similar topics.
Definition of Terms
Conceptual definitions for the following terms are provided in this section:
Creative Math Games: Creative Math Games are games that allow children to think
outside the box and hone their problem-solving skills. Consider playing a few of
these creative math games with your child to show him or her that math can be fun.
International Journal of Progressive Education, 18(5), 1–17.
Direct Instruction: Instructional approaches that are structured, sequenced, and led
by teachers. Lombardi, P. (n.d.). Direct instruction Teaching method. Pressbooks.
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Numeracy Skills: Numeracy skills are the ability to use numbers and mathematical
concepts in everyday situations, such as measuring, estimating, comparing, and
calculating. Numeracy skills also involve logical thinking, reasoning, and problem-
solving. (―PISA for Development Assessment and Analytical Framework,‖ 2018).
CHAPTER 2
REVIEW OF RELATED LITERATURE
It has been acknowledged over time that there are issues with
children's numerical skills. Mirawati (2017) observation indicates that certain kids
appear to struggle with comprehending how the quantity of objects changes and
how the numbers are arranged. This is an issue that requires careful consideration
because children's mathematical education depends heavily on their ability to
perform this skill. To address this issue, a number of studies have been carried out
on the incorporation of creative mathematical games into instructional strategies to
captivate young students.
Most Challenging Competencies To Learn For Young Learners
To better one‘s Mathematics performance, numeracy skills must be mastered
as they form part of the basic foundations in Mathematics. This was strengthened by
Pitogo and Oco's (2023) study wherein it delved into the numeracy skills and
mathematics performance of pupils throughout the school year where in it
underscores the importance of numeracy skills in fostering strong academic
performance in mathematics throughout the school year. It was conducted on 251
Grade 1 pupils at Iponan Elementary School in Cagayan de Oro City to assess their
numeracy skills and math performance during the 2022-2023 school year. The
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results revealed that advanced numeracy skills and outstanding mathematics
performance among pupils, with a significant correlation noted between numeracy
skills and mathematics performance. It clearly means that the pupils‘ performance in
Mathematics was at outstanding level. The Parviainen et al. study
(2022) provides more evidence in support of these findings, enhancing that
pedagogical math training and awareness can greatly enhance the quality of early
math instruction.
To improve educational programs, further research on teaching distinct math
skills to different age groups is advised. However, different studies revealed that
students face challenges in learning different competencies specifically in
mathematics which is the addittion and subtraction. Contrary to Pitogo, Oco's, and
Parviainen findings, the study by Ireniza and Subayanin (2024) reveals challenges
faced by students in grasping addition and subtraction concepts. These difficulties
stem from limited reading ability, hindering comprehension of question meanings,
particularly in sequential addition and subtraction for class II students. Additionally,
students struggle due to insufficient attention to the use of addition and subtraction
symbols in borrowing and carrying techniques. This highlights the importance of
targeted support and instructional strategies to address students' challenges in
understanding addition and subtraction concepts effectively.
This is consistent with the results of a study conducted in 2021 by Sidik and Suryad,
which examined the challenges elementary school kids have when learning
addition and subtraction as well as the examination of algebraic thinking.
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Furthermore, the findings indicated that there are three types of learning
obstacles, namely, ontogenic obstacles with psychological and instrumental types
(students feel afraid and do not understand the prerequisite material),
epistemological obstacles (students‘ experience in working on story problems with
the concept of algebraic thinking does not exist), and didactical obstacle (the
methods taught tend to focus on the counting process instead of understanding the
concept). This underscores the study of Cheva and Jojo (2023) wherein order to
ensure that learners have a firm foundation of mathematics during primary school,
the use of base-10 blocks to model the partial sums and partial differences
algorithms would help most of the learners to develop conceptual understanding of
addition and sub-traction of word problems in mathematics
Learners’ Preferences Towards Creative Math Games
Research in education has explored the varied preferences of learners towards
Creative Math Games, revealing both positive and negative aspects. According to
Salsabila, Hapipi, & Lu‘luilmaknun (2020c), students' perceptions of educational
gaming media can generally be categorized into positive and negative groups. On the
positive side, students find themselves motivated when learning through games, as it
captures their attention and increases their engagement in learning activities.
However, some students struggle to maintain focus during the learning process, which
can hinder their comprehension of concepts.
In the study by Doğan and Sönmez (2019), it was observed that incorporating
mathematical games into the curriculum did not significantly alter students' attitudes
towards the subject itself, in terms of content and study conditions. Nevertheless,
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students demonstrated increased activity and enjoyment in their learning experiences.
Informal interviews with students also revealed positive sentiments and thoughts
towards these educational tools.
Ali and Rahaimah (2017) further substantiated these findings by highlighting
the effectiveness of Fun Learning Kid's tools in enhancing preschoolers' interest in
mathematics. Collectively, these studies underscore the diverse preferences among
students regarding Creative Math Games, which can vary across educational stages
and socio-economic backgrounds.
Learners’ Preferences Toward Direct Instruction
Various studies indicate that students' preferences toward mathematics are
significantly influenced by the teaching methods employed by their instructors.
Mariamah et al. (2021) found that students often develop negative perceptions of
math primarily due to their teachers' instructional practices. These include
monotonous teaching styles, excessive note-taking requirements, emphasis on
memorization, a lack of interactive or playful teaching approaches, and insufficient
attention and recognition from teachers.
Furthermore, Bieg et al. (2017) examined how teaching methods affect
students' emotional states and found that direct instruction can lead to slightly lower
levels of positive emotions and higher levels of boredom among students. However,
Hammond's study (2022) presented a different viewpoint, where participants did not
perceive Direct Instruction as boring, harmful, or reliant on rote learning; instead,
they expressed positivity towards this method.
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These divergent findings underscore the importance of analyzing teaching
methodologies in the context of mathematics education and their impact on students'
learning experiences.
Effective Creative Math Games in Fostering Numeracy Skills
In the context of early childhood education, the effective integration of
creative math games have emerged as a pivotal strategy for fostering numeracy
skills. Vogt et al. (2018) underscore the significance of challenging, appropriate, and
adaptive mathematical learning opportunities for kindergarten students. Their study
explores approaches and games tailored to students' needs and interests, such as
animals, foods, and space. Examples include Fishing for Fun, Five Little Monkeys,
Dominoes Modification, and My Numerical Carpet (Mirawati, 2017). The
researches by Vogt et al. (2018) and Ramani & Scalise (2020b) also delves into the
development and implementation of card and board games, highlighting their
suitability for preschool and students since cards include cues that link symbolic and
non-symbolic magnitude representations. Singh et al. (2021) further advocate for
the use of a specific card game, Math Zap, as an effective pedagogical tool for
numeracy skill development.
In alignment with these findings, the study by Aguilar-Galsim and Garin
(2018) complements the discourse by demonstrating the positive impact of
incorporating games in teaching grade-one mathematics. Their research reveals that
the experimental group, which engaged in game-based learning, outperformed the
control group in both formative and posttest assessments. Notably, it disclosed in
their study the potential challenge, wherein students might become overly
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dependent on their most active group mates. Building on this, Gasteiger and Moeller
(2021) stress the importance of designing numerical board games according to
theoretical considerations, emphasizing the need for modifications that align with
the explicit purpose of numerical learning. These insights contribute to a
comprehensive understanding of the benefits, methods, and considerations
surrounding the integration of creative math games in early childhood education,
reinforcing the practical success of such approaches.
The Impacts of Creative Math Games on the Numeracy Skills of Children
The integration of games into mathematics education has been a subject of
growing interest and research, with multiple studies providing compelling evidence
of the positive impact of game-based interventions on early mathematics
performance. Aguilar-Galsim and Garin's (2018) study on grade one mathematics
adds to this body of knowledge, revealing that students exposed to game-based
teaching outperformed their counterparts in both formative and posttest
assessments. This aligns with the findings of Ompok, Mei Teng, and Sapirai (2021),
who demonstrated the effectiveness of games as intervention tools to enhance
preschoolers' mathematical skills. These studies collectively emphasize the potential
of games not only in improving mathematical proficiency but also in fostering a
deeper interest in the subject. Moreover, the role of peer support in math exploration
during play has been underscored by Zippert, Eason, Marshall, and Ramani (2019).
Their research on preschool children highlighted the significance of collaborative
play in shaping early mathematical understanding. This collaborative aspect aligns
with the concern raised in Aguilar-Galsim and Garin's study, where an observed
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issue was the potential overreliance of students on their most active group mates
during game-based learning. Addressing such challenges becomes crucial in
optimizing the benefits of game-based interventions.
Building on these insights, recent research by Murtagh et al. (2022)
reinforces the connection between play-based learning and academic achievement.
Their non-randomized parallel group study revealed significant differences in math
examination scores between intervention and control groups, further supporting the
positive outcomes associated with incorporating game-based approaches into
education. This corroborates Miller's (2018) emphasis on the positive impact of
interactive technology in kindergarten classrooms and Mirawati's (2017) focus on
creative mathematical games for enhancing number sense. The collective evidence
from these studies establishes a robust foundation for the integration of game-based
learning strategies in early mathematics education.
In accordance with these result, Ergül and Doğan (2022) and Skillen, Berner,
& SeitzStein (2017) provide additional support for the efficacy of game-based
learning in primary school settings. The systematic review by Pan, Ke, & Xu (2022)
further endorses the feasibility of game-based learning in K-12 settings. However,
as noted by Ergül and Doğan (2022), some students may still prefer traditional
teaching methods. Adedigba's (2023) study on pre-primary school children's
numeracy abilities and Balaaldia's (2022) intervention with math creative games in
teaching basic mathematics contribute to this growing body of evidence,
highlighting the versatility and effectiveness of game-based approaches across
various educational levels and contexts.
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Creative Game versus Direct Instruction
The study conducted by Ergül and Doğan (2022) adds valuable insights to
the discourse on game-based learning in mathematics education, specifically
focusing on place value teaching in primary school. Their results suggest that the
game-based learning method proved more effective than conventional methods,
leading to a better understanding of the place value concept and increased interest
and motivation among students for mathematics courses. Notably, despite these
positive outcomes, some students still exhibited a preference for traditional teaching
methods. This finding resonates with the study by Vogt et al. (2018), which
compared play-based mathematics to traditional kindergarten methods and found
significantly higher learning outcomes in the play-based group. Vogt et al. (2018)
emphasized the importance of innovative approaches aligning with pedagogical
philosophies, highlighting that play activities are preferable to traditional teaching
methods such as drills and worksheets. The perspective presented by Vogt et al.
(2018) reinforces the idea that incorporating games into early childhood education
not only proves effective in terms of learning gains but also aligns with pedagogical
principles prioritizing engaging and developmentally appropriate learning
experiences for young children. The study by Ompok et al. (2021) further supports
these findings, revealing a significantly higher learning outcome in a play-based
mathematics group compared to a traditional kindergarten setting.
Furthermore, the study by Aguilar-Galsim and Garin (2018) investigated the
use of games in teaching grade one mathematics, demonstrating that pupils exposed
to games performed better than those exposed to traditional methods. This
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underscores the effectiveness of incorporating game-based instruction, while also
highlighting the need for careful planning to ensure optimal outcomes. Similarly,
Firdaus, Wahyudin, & Herman (2017) highlighted the significant impact of
problem-based learning (PBL) on mathematical literacy improvement, advocating
for innovative instructional approaches over conventional direct instruction
methods. These studies collectively emphasize the importance of engaging and
varied instructional methods in promoting better learning outcomes across different
educational domains.
Summary
Various creative mathematical games have been developed and integrated
into diverse research studies, demonstrating efficacy. This result holds particular
significance, especially in light of findings from studies conducted by Ireniza &
Subayani (2023), Sidik, Suryadi, & Turmudi (2021), and Cheva, Makamure, & Jojo
(2023), which reveal the challenges children encounter in mastering certain
mathematical competencies. These difficulties impede the development of their
numeracy skills, thereby impacting their future academic achievements. Notably,
this issue is frequently linked with their educational experiences. Aguilar-Galsim
and Garin (2018) have observed that Basic mathematics education is still all too
often boring because it is designed as formal teaching, centered on learning
techniques and memorizing rules whose rationale is not evident to the pupils.
Additionally, Vogt et al. (2018) have revealed that more instructional training
programs with a ‗one size fits all‘ approach fail to challenge and empower every
child. Whereas, the findings suggest that targeted intervention programs tailored to
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at-risk children, complemented by a variety of games catering to different
competency levels, facilitate mathematical learning across all children. Children
have exhibited positive responses to these creative math games, resulting in notable
developments in their numeracy skills. Moreover, Mirawati (2017) has identified
several factors crucial to the successful implementation of these games. These
include the selection of appropriate media or materials, as well as the alignment of
teaching and learning strategies with children's varying levels of number sense.
Despite the abundance of empirical evidence found in the aforementioned
studies regarding the effectiveness of creative math games in enhancing the
numeracy skills of young learners, it has been observed that only a few of these
studies clearly articulate the distinctions in impacts between Creative Math Games
and Direct Instruction. Additionally, there is a lack of information regarding the
preferences of students toward the integration of these innovative games or
activities into their math lessons. Furthermore, a majority of these studies were
conducted in preschool classrooms or international settings.
In line of these considerations, the current research aims not only to assess
the efficacy of creative math games but also to identify potential differences in
effectiveness compared to direct instructional methods when administered to grade
2 students in Philippine educational settings. This research holds particular
significance given its focus on a different educational environment. Furthermore, it
aims to understand the preferences of students accustomed to conventional
instructional approaches upon exposure to creative alternatives.
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CHAPTER III
METHODS AND PROCEDURES
This chapter seeks to clarify how the researcher used the chosen methods
and approaches in the investigation. It will give an in-depth synopsis of the
analytical approach used in the study. The research methodology is covered in this
chapter, along with the research design, sample and method, data gathering
strategies, and data analysis.
Research Design
This study utilized a quasi-experimental research design. Quasi-
experimental design is experimental situations in which the searcher assigns, but not
randomly, participants to groups because the experimenter cannot artificially create
groups for the experiment (Creswell, 2012). In line with this approach, participants
in the current study were not randomly assigned but rather selected by the
researchers based on their grades in Mathematics.
Research Locale
The study was conducted at Cauayan South Central School in Cauayan City,
Isabela, which is known for its inclusive education programs. The school
accommodates a diverse population with multiple sections across different grade
levels. The researchers selected Cauayan South Central School as their research site
due to its reputation and capacity to support their study effectively.
Sampling and Participants
The study involved respondents from two sections of grade 2, totaling 12
learners from Cauayan South Central School during the school year 2023-2024. These
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participants were selected using purposive sampling, a method where researchers
specifically choose individuals based on criteria relevant to the study's objectives
(Campbell, 2020). In this case, pupils were selected based on their grades, specifically
those scoring 75% or lower, indicating challenges in understanding mathematical
concepts as reported by teachers.
The selected pupils were divided into two groups based on their respective
sections. The experimental group, comprising six learners, participated in activities
involving Creative Math Games. Meanwhile, the control group, also consisting of six
learners, engaged in Direct Instruction methods.
Instrument of Data Collection
In conducting the study, the researchers employed pre-test and post-test
assessments. These tests were specifically tailored to align with the objectives of the
grade 2 math curriculum. Additionally, to evaluate the preferences of the student-
respondents towards Creative Math Games and Direct Instruction, a 4-point rating
scale was utilized. This scale provided a structured method for assessing the
preferences of the students regarding the two instructional approaches.
Construction and Validation of Instruments
Aligned with the study's objectives, the researchers carefully developed
research instruments to collect pertinent data for analytical purposes. They crafted
detailed lesson plans utilizing Creative Math Games and Direct Instruction, both of
which underwent content validation. This validation process involved a professor
specializing in the prerequisite research subject, along with two grade 2 teachers, each
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with significant teaching experience in public schools spanning 6 and 8 years,
respectively.
Additionally, the researchers designed a checklist aimed at understanding the
preferences of pupils towards creative math games. Another checklist was developed
for teachers to identify the most challenging competencies in the grade 2 math
curriculum, serving as a basis for subsequent questionnaires, as well as the pre-test
and post-test assessments. These instruments were aligned with the Most Essential
Learning Competencies (MELC) of the Department of Education (DepEd) and
underwent comprehensive content and face validation by three professors esteemed
for their expertise in research methodologies.
Moreover, the researchers constructed 20-item pre-test and post-test
assessments, which were validated by the aforementioned grade 2 teachers. Following
feedback from the validators, revisions were implemented to refine the research
instruments in accordance with their recommendations.
Data Gathering Procedure
IDAGDAG YUNG CREATIVE MATH GAMES AY NABASE SA CHALLENGING COMPETENCIES
After creating and obtaining approval for their instruments, the researchers
formally submitted a request to the Executive Director and Provost of Philippine
Normal University North Luzon, securing permission to conduct their data
gathering at Cauayan South Central School. They also wrote a letter to the Principal
of the school, detailing the study's purpose and procedures, and seeking consent to
proceed. The Principal, upon understanding the study, recommended and selected
two sections of grade 2 pupils to participate as respondents. Subsequently, the
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researchers, together with the Principal, briefed the teachers of these selected
classes about the study's objectives and procedures.
Upon approval, the researchers consulted with the teachers to identify
students who were struggling with Mathematics based on their grades. A total of 12
pupils were identified, with 6 pupils assigned to each section. The first section was
designated as the control group, while the second section became the experimental
group.
The researchers coordinated schedules with the teachers to conduct their
sessions. During these sessions, the researchers administered a pre-assessment to
establish the baseline numeracy skills of the students. In subsequent sessions, the
researchers delivered Direct Instruction to the control group and implemented
Creative Math Games with the experimental group. Following the instructional
sessions, the researchers administered a post-assessment to evaluate the students'
progress. Additionally, students completed a checklist under the guidance of the
researchers to gauge their preferences regarding the instructional methods.
Upon completing these procedures, the researchers gathered and compiled
the collected data for analysis and interpretation. They sought assistance from a
statistician to determine appropriate statistical tools and to aid in interpreting the
data. Based on their analysis, the researchers formulated conclusions and
recommendations derived from the study's findings.
Data Analysis
The researchers utilized a quantitative approach, employing inferential
statistics to draw conclusions about the population from their sample data. Inferential
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statistics, as described by Cohen et al. (2011), provide the foundation for making
generalizations from a sample to a broader population. Moreover, a 4-point Rating
scale was used to identify the preferences of the respondents toward Creative Math
Games and Direct Instruction. Respondents were asked to give ratings on a scale of 1
to 4 for the different statements and the data were analyzed through descriptive
analysis. According to Creswell, descriptive analysis involves representing data as
means, mode, and median. The spread of scores as variance, standard deviation, and
range, or comparison of how one score relates to all others as z scores, percentile
rank.
In this study, the t-test was selected as the primary inferential statistical tool to
assess whether there were statistically significant differences between the pre-test and
post-test raw scores of both groups. The t-test is particularly suited for this type of
analysis because it compares the means of two groups to see if they are statistically
different from each other. The choice of the t-test is grounded in its ability to handle
small sample sizes and its reliability in testing for mean differences. According to
Field (2013), the t-test is an appropriate statistical tool when the goal is to compare
the means of two independent groups or the means of the same group.
Ethical Consideration
Informed Consent
The researchers obtained ethical clearance from the Office of the Executive
Director and Provost of Philippine Normal University-North Luzon. They submitted a
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formal written request detailing the study's purpose, methodology, and ethical
considerations, seeking approval for their research activities.
Additionally, permissions were formally requested from the principal of the
school participating in the study. This request was conveyed through a personal letter,
wherein the researchers outlined the study's objectives and procedures, and requested
consent to conduct their research within the school premises.
Confidentiality and Anonymity
To maintain confidentiality, the researchers ensured that the names of all
participating pupils remained anonymous throughout the study. All collected data
were handled with strict confidentiality measures in place, and any personally
identifiable information was securely stored and accessible only to authorized
members of the research team.
Compliance with Ethical Guidelines
This study strictly adhered to ethical guidelines set forth by Philippine Normal
University and relevant regulatory bodies. The researchers meticulously followed
ethical principles at every stage of the study to uphold the rights and ensure the well-
being of all participants involved.
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the results and discussions derived from the findings of
the study, including relevant statistical data addressing the research questions.
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The study examined several aspects: assessing the experimental group's
preference for creative math games, understanding the control group's inclination
towards direct instruction, and comparing the competence levels between these
groups. Pupil-respondents' preferences for creative math games versus direct
instruction were evaluated using a scale provided below:
RANGE OF INTERPRETATION DESCRIPTIVE RATING
1.00-1.75 Strongly Disagree (SD)
1.76-2.5 Disagree (D)
2.6-3.25 Agree (A)
3.26-4.00 Strongly Agree (SA)
Table 1. The preferences of the experimental group respondents toward
creative math games
Table 2 presents the weighted mean distribution of preferences among the
experimental group respondents regarding creative math games. Overall, the
experimental group expressed a mean score of 2.50, categorized descriptively as
"disagree," indicating a general lack of preference for creative math games.
Specifically, respondents in the experimental group predominantly rated
"strongly agree" for the statement " I prefer to join games when there are others
participating." with a mean of 3.66. They also gave a remark on the following
preferences as ―agree‖ based from the respective mean of each item as follows: (1) " I
learned addition and subtraction better through games." (Ẍ=2.66); (2) "I enjoy
learning addition and subtraction more when there's a game involved." (Ẍ=2.66); and
(3) " I found it easier to answer addition and subtraction problems when there's a
game involved." (Ẍ=2.66). Conversely, respondents disagreed with the statement ―I
prefer answering math problems in the games over quizzes." recording a mean of 2.0.
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The lowest rating, indicating "strongly disagree," was given to the statement "I prefer
to participate in games when I'm alone." with a mean of 1.33.
These findings illustrate the diverse preferences among pupils regarding
creative math games. Similar findings were reported by Salsabila, Hapipi, &
Lu‘luilmaknun (2020d), highlighting that students perceive educational games as
learning tools in varying ways—some positively, finding motivation and enhanced
engagement, while others struggle with maintaining focus and understanding
mathematical concepts. These findings parallel the present study's results,
highlighting both positive and negative preferences among pupil-respondents,
ultimately leaning towards disagreement overall.
This contrasts with the findings of Ergül and Dogan (2022), who noted a
majority of the students preferred the game-based teaching method when learning
mathematics. Most of the students who made this choice stated that they better
understood mathematics through the games they played in the classroom. Almost all
the students saw mathematical games as beneficial for understanding their math
lesson.
Given the variability in preferences for creative math games among pupils, it
is crucial to consider these preferences in mathematics education. Understanding what
motivates students, whether through games or other methods, significantly influences
their engagement and learning outcomes.
4 3 2 1 MEAN DESCRIPTIVE
INDICATORS RATING
I learned addition and 2 2 0 2 2.66667 A
subtraction better
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through games.
(Mas natuto ako sa
pagdaragdag at
pagbabawas kung may
laro.)
I enjoy learning addition 2 2 0 2 2.66667 A
and subtraction more
when there's a game
involved.
(Nasisiyahan ako sa
pag-aaral ng
pagdaragdag at
pagbabawas kung may
kasamang laro.)
I prefer answering math 1 0 3 2 2.0 D
problems in the games
over quizzes.
(Mas gusto kong mag-
sagot ng math problems
sa laro kaysa sa quiz.)
I found it easier to 2 2 0 2 2.66667 A
answer addition and
subtraction problems
when there's a game
involved.
(Nadalian ako ng
pagsagot sa
pagdaragdag at
pagbabawas na may
kasamang laro.)
I prefer to join games 4 2 0 0 3.666667 SA
when there are others
participating.
(Mas gusto kong
makilahok sa laro kapag
may mga kasama.)
I prefer to participate in 0 0 2 4 1.333333 SD
games when I'm alone.
(Mas gusto kong
makilahok sa laro kapag
mag-isa.)
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OVERALL MEAN 2.500000166 D
Table 2. The preferences of the Control Group Respondents toward Direct
Instruction
Table 3 presents the weighted mean distribution of the control group
respondents regarding their preferences toward Direct Instruction. The results reveal
that the descriptive ratings ―agree‖ and ―disagree‖ were predominantly observed. The
researchers recorded an average mean of 3.07, with a descriptive rating of "agree,"
which indicates that pupils in the control group are satisfied and exhibit a favorable
preference towards direct instruction for learning addition and subtraction. In details,
the respondents verified a level of ―strongly agree‖ as regards their direct instructional
preferences in learning mathematics, as specified by the respective mean as follows:
(1) I learned addition and subtraction better without games. [Ẍ=3.5]; and (2) I found
it easier to answer addition and subtraction problems without games. [Ẍ=3.33].
Respondents reflected that they only ―agree‖ according to the recorded mean of the
items as follows: (1) I enjoyed learning addition and subtraction more without games.
[Ẍ=2.83]; (2) I am more comfortable doing tasks alone. [Ẍ=2.67]; and (3) I am more
comfortable doing tasks with others. [Ẍ=3].
These findings align with the study by Ergul and Dogan (2022), which showed
that some students (a total of 7) found conventional instruction methods more
effective than game-based methods when learning mathematics. The authors revealed
that the reasons behind this preference include the students' need for habitual learning
processes that depend on an instructor at home or school. Additionally, these
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INDICATORS 4 3 2 1 MEAN DESCRIPTIVE
RATING
individuals may have had difficulties quitting a well-established routine or may have
been hesitant to take active responsibility for their learning, as the games used in the
study required them to do so. Therefore, it is understandable that these students
preferred conventional instruction methods as a more suitable learning approach for
their own learning style. This preference is also evident in the present study, wherein
learners from the control group favored direct instruction methods for learning
addition and subtraction.
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I learned addition and 3 3 0 0 3.5 SA
subtraction better without
games.
(Mas natuto ako sa
pagdaragdag at
pagbabawas kung walang
laro.)
I enjoyed learning addition 1 4 0 1 2.833333 A
and subtraction more
without games.
(Mas nasiyahan ako sa
pag-aaral ng pagdaragdag
at pagbabawas na walang
kasamang laro.)
I found it easier to answer 2 4 0 0 3.333333 SA
addition and subtraction
problems without games.
(Nadalian ako ng pagsagot
sa pagdaragdag at
pagbabawas na walang
laro.)
I am more comfortable 1 2 3 0 2.666667 A
doing tasks alone.
(Mas komportable akong
magsagot ng mga gawain
nang mag-isa.)
I am more comfortable 2 3 0 1 3 A
doing tasks with others.
(Mas komportable akong
magsagot ng mga gawain
nang may kasama.)
OVERALL MEAN 3.066667 A
Table 3. Descriptive Statistics of Pre-Test Scores
The descriptive statistics of the pre-test scores for the control and experimental
groups are outlined in Table 3. In the control group, scores ranged from a minimum of
6 to a maximum of 9, with a mean score of 7, indicating a consistent level of
performance. Both the median and mode scores were 7, reflecting a central tendency
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with minimal deviation. The standard deviation of 1.10 for the control group suggests
that scores are closely grouped around the mean, implying low variability in
performance.
Conversely, the experimental group displayed scores ranging from 3 to 9, with
a mean score of approximately 6.67. Despite sharing the same maximum score as the
control group, the experimental group showed a broader spectrum of performance
levels due to a lower minimum score. The median and mode scores of 7 in the
experimental group align with those of the control group, indicating a common peak
performance level. However, the experimental group exhibited a higher standard
deviation of 1.56 compared to the control group. This increased standard deviation
signifies greater score variability, implying a wider spread of scores around the mean
and more inconsistency within the group.
In conclusion, the control group demonstrated more uniform performance,
with scores tightly clustered around the mean, while the experimental group exhibited
a wider range of scores and increased variability, despite both groups sharing the
same most frequently occurring score.
GROUPS NUMB MINIM MAXIM MEAN MEDI MOD STANDA
ER UM UM AN E RD
DEVIATI
ON
Control 6 6 9 7 7 7 1.0954451
Group 15
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Experime 6 3 9 6.666666 7 7 1.5569978
ntal 667 88
Group
Table 4. Descriptive Statistics of Post-test scores
Table 4 illustrates a comparative analysis between the control group and the
experimental group based on various statistical metrics. Each group comprises 6
participants. The Control Group's post-test scores range from 3 to 10, with a mean of
5.5. The median score is 5, and the mode is 3, indicating that 3 is the most frequently
occurring score. The standard deviation is 2.74, indicating a moderate dispersion of
scores around the mean. In contrast, the Experimental Group's post-test scores range
from 2 to 8, with a slightly higher mean of 6. The median score is 7.5, suggesting that
half of the scores exceed 7.5, while the other half are below. The mode is 8, the most
common score. The standard deviation is marginally higher at 2.76, indicating a
comparable dispersion of scores around the mean in comparison to the control group.
In summary, the experimental group exhibits a higher central tendency (mean,
median, and mode) than the control group, indicating superior performance in the
post-test. The similar standard deviations imply that the score variability within each
group is alike.
GROUPS NUMBE MINIMU MAXIMU MEA MEDIA MOD STANDAR
R M M N N E D
DEVIATI
ON
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Control 6 3 10 5.5 5 3 2.73861278
Group 8
Experimen 6 2 8 6 7.5 8 2.75680975
tal Group
Table 5. Independent sample t-test (pre-test and post-test of both groups)
The independent sample T-test outcomes comparing the pre and post-tests of
both groups are detailed in Table 5. Based on the result of pre-test, the mean score for
the control group was 7, whereas the experimental group exhibited a mean score of
6.67. Following the intervention, the post-test scores were 5.5 for the control group
and 6 for the experimental group. Notably, the standard deviation for the control
group's pre-test was 1.10, contrasting with the experimental group's standard
deviation of 1.56. Similarly, in the post-test phase, the control group's standard
deviation was 2.74, while the experimental group was 2.76.
The calculated T-test values for both groups were 0.49 and 0.76, with degrees
of freedom set at 10 and a significance level of 0.05. The critical value for both
groups was determined to be 2.28. The t-test value is less than the critical value,
hence, the null hypothesis is accepted. Therefore, there is no statistically significant
difference between the experimental and control groups. In essence, our experiment
did not yield results significantly distinct from the control group's standard practices.
In contrast, in the research conducted by Balaaldia (2022), it was found that
there was a notable distinction between the pre-test and post-test performance of
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students using Math Creative Games as an intervention material in teaching basic
Mathematics. This significant difference was observed at a significance level of 0.05,
suggesting that the utilization of Math Creative Games led to substantial
improvements in student performance from pre-test to post-test.
GROU TESTS MEAN STAND T- DEGR LEVEL CRITIC REMAR
PS ARD TEST EES OF OF AL KS
DEVIA FREED SIGNIF VALUE
TION OM ICANC
E
Control Pre-test 7 1.10 Not
Group 0.49 10 0.05 2.23 significan
t
Experi Pre-test 6.67 1.56
mental
Group
Control Post- 5.5 2.74 Not
Group test 0.76 10 0.05 2.23 significan
t
Experi Post- 6 2.76
mental test
Group
CHAPTER V
SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATIONS
This chapter includes the presentation of a summary, findings, conclusion based
on the hypothesis, and the corresponding recommendations.
The primary aim of this study was to assess how Creative Math Games impact
the numeracy skills of grade 2 pupils at Cauayan South Central School during the
school year 2023-2024, focusing on addition and subtraction. Specifically, it aimed to
identify the most challenging competencies in grade 2 mathematics based on teachers'
perceptions, as well as the preferences of the experimental group towards Creative
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Math Games and the control group towards Direct Instruction. Additionally, the study
sought to determine the difference in mathematical competence between respondents
as indicated by pre-test and post-test scores.
Employing a quasi-experimental quantitative research approach, the study
investigated the effect of utilizing Creative Math Games on the numeracy skills of
grade 2 pupils at Cauayan South Central School during the specified academic year,
with a specific emphasis on addition and subtraction.
Summary of Findings
Based on the data collected, the findings of this study are as follows:
1. The preferences of the experimental group respondents toward creative math
games
The findings indicated that, on average, the grade 2 pupils' preference for
Creative Math Games was rated at 2.50, which falls under the descriptive category
of "Disagree." This average score suggests that the pupils generally did not favor
using Creative Math Games as a method for learning mathematics.
2. The preferences of the control group respondents toward direct instruction
The control group's preferences towards direct instruction have an average
mean of 3.07 with a descriptive rating of "agree," indicating satisfaction and
favorable preference among pupils for learning addition and subtraction through
direct instruction or without the inclusion of games.
3.The difference in the level of competence in Mathematics of the respondents as
shown by the pre-test and post test
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The study compared pre-test and post-test scores of control and experimental
groups in numeracy skills. Results showed varied progress, with some improvement
and some decline in scores. Descriptive statistics revealed differences in performance
consistency between groups. The experimental group had higher variability in scores
compared to the control group. The post-test analysis showed the experimental group
had a higher central tendency than the control group. Independent sample T-test
results did not show a significant difference between the experimental and control
groups' performance.
Conclusion
1. On average, second-grade pupils do not demonstrate a preference for Creative Math
Games as a method of learning mathematics, indicating a general lack of enthusiasm
among them for this approach.
2. The study underscored a strong preference for direct instruction among pupils in
learning mathematical concepts like addition and subtraction. The majority of
respondents expressed satisfaction in learning without accompanying games, and it is
evident that their class engagement increased
3. This study compared the pre-test and post-test scores of the control group with
those of the experimental groups. The results varied, with some learners showing
improvement while others experienced a decline in their scores. The independent
sample T-test findings indicated no significant difference in performance between the
experimental and control groups. This aligns with the pupil-respondents' ratings,
which suggested a general disagreement on creative math games. Despite this, the
average post-test scores were slightly higher by 0.5 for those exposed to these games
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compared to those who received direct instruction. The study highlighted a strong
preference for direct instruction among pupils when learning mathematical concepts
such as addition and subtraction. Most respondents expressed satisfaction with
learning without games leading to increased class engagement. However, their
mathematical skills did not improve according to the post-test results, indicating that
direct instruction alone is ineffective in enhancing numeracy skills. In conclusion,
there is no significant difference between the effectiveness of creative math games
and direct instruction in developing math skills in children.
The hypothesis stating that ―There is no significant difference between the
effectiveness of direct instruction and creative math games in developing learners‘
numeracy skills.‖ was accepted. The alignment of the hypothesis with the results led
to its acceptance.
This study compared the pre-test and post-test scores of the control group with those
of the experimental groups. The results varied, with some learners showing
improvement while others experienced a decline in their scores.
The independent sample T-test findings indicated no significant difference in
performance between the experimental and control groups. This aligns with the pupil-
respondents' ratings, which suggested a general disagreement on creative math games.
Despite this, the average post-test scores were slightly higher by 0.5 for those exposed
to these games compared to those who received direct instruction.
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The study highlighted a strong preference for direct instruction among pupils when
learning mathematical concepts such as addition and subtraction. Most respondents
expressed satisfaction with learning without games leading to increased class
engagement. However, their mathematical skills did not improve according to the
post-test results, indicating that direct instruction alone is ineffective in enhancing
numeracy skills.
In conclusion, there is no significant difference between the effectiveness of creative
math games and direct instruction in developing math skills in children.
While the findings of this study indicate that Creative Math Games may not
have had a significant impact on the numeracy skills of grade 2 pupils at Cauayan
South Central School, it is important to note that these results are limited to the
specific population and locale of the study. To gain a more comprehensive
understanding of the effects of Creative Math Games on learners' numeracy skills,
further research in diverse settings and with larger sample sizes is necessitated.
Additionally, it's worth highlighting that this study was inconclusive
regarding whether engagement with math games led to improvements in students'
numeracy skills. Future studies could benefit from refining methodologies,
considering longer intervention periods, or exploring other variables that may
influence the effectiveness of such educational approaches. These efforts would
contribute to a more robust understanding of how Creative Math Games can
potentially enhance learning outcomes in mathematics education.
Recommendations
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Based on the study's results and conclusions, the following recommendations have
been formulated:
1. It is highly recommended to carefully design and validate Creative Math Games
according to the competence levels and preferences of pupils before their
introduction.
3. Further research into the integration of creative math games is recommended. It is
suggested that a sample size of at least 30 participants be used to ensure sufficient
availability, collection, and quality of research data. Additionally, the experimental
period should ideally span 10-12 weeks, as durations longer than 40 days are advised
for achieving statistical significance, as noted by Amplitude (n.d.).
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The National Center for Teacher Education
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The National Center for Teacher Education
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Appendix
Checklist for the Experimental Group Respondents
Lubos Sumasa Di Lubos
na ng-ayon Sumasa na Di
sumasa 3 ng-ayon sumasa
ng-ayon 2 ng-ayon
4 1
Mas natuto ako sa
pagdaragdag at pagbabawas
kung may laro
Nasisiyahan ako sa pag-aaral
ng pagdaragdag at
pagbabawas kung may
kasamang lar.
Mas gusto kong mag-sagot ng
math problems sa laro kaysa
sa quiz.)
Nadalian ako ng pagsagot sa
pagdaragdag at pagbabawas
na may kasamang laro.
Mas gusto kong makilahok sa
laro kapag may mga kasama.
Mas gusto kong makilahok sa
laro kapag mag-isa.
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INDICATORS Lubos na Sumasang- Di Lubos na
sumasang- ayon Sumasang- Di
ayon 3 ayon Sumasang-
4 2 ayon
1
Mas natuto ako
sa pagdaragdag
at pagbabawas
kung walang
laro.
Mas nasiyahan
ako sa pag-
aaral ng
pagdaragdag at
pagbabawas na
walang
kasamang laro.
Nadalian ako ng
pagsagot sa
pagdaragdag at
pagbabawas na
walang laro.
Mas
komportable
akong magsagot
ng mga gawain
nang mag-isa.
Mas
komportable
akong magsagot
ng mga gawain
nang may
kasama.
Appendix
Checklist Answered by the Experimental Group Respondents
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Appendix
Checklist Answered by the Control Group Respondents
Appendix
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Creative Math Games
Lako Lako (Addition & Subtraction)
Materials: Karton, Printed materials, School Supplies, Fruits, Vegetables
Mechanics
1. Each child will be given play money with varying values that add up to 100.
2. The teacher will present items for sale, such as fruits, vegetables, and school
supplies.
3. Every child will have the opportunity to buy any item they desire.
4. In order to obtain the item, they need to calculate the total cost of their chosen
items and determine the change they will get.
5. If they encounter challenges with the calculations, they can ask a friend for
assistance.
6. Upon correct calculation, they can keep the purchased item.
Flower Dash (Addition)
Materials: 2 mini baskets, Printed flowers, cards
Mechanics
1. The teacher will divide the class into 2 groups.
2. Give each team the same number of flowers: 42 roses and 29 santan
3. On the call of "Go!", the teams will race to the areas where the flowers are
located
4. Each team must collect and add 42 roses and 29 santan on the given cards
5. The team that returns first with the correct answer of flowers they collected
will win.
Appendix
Detailed Lesson Plan Employing Direct Instruction
Appendix
Detailed Lesson Plan Incorporating Creative Math Games
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Appendix
Most Essential Learning Competencies for Grade 2 Mathematics in the DepEd
Curriculum
Appendix
Detailed Lesson Plan Incorporating Creative Math Games
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EXPERIMENTAL GROUP (ADDITION)
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Masusing banghay
sa Matematika 2
I. Layunin
Pagkatapos ng 30 minutong pagtuturo ang mga bata ay inaasahan na :
Masunod ang tamang paraan ng pag daragdag ng 2-3 digits na may tamang
paglilipat ng halaga
Natutukoy ang kahulugan ng pagdaragdag gamit ang regrouping.
Nabibigyang-halaga ang pag-daragdag para sa pang araw-araw na pamumuhay.
II. Paksang aralin:
A. Topic: Pagdaragdag na may paglilipat ng halaga
B. Reference: GRADE 2 Mathematics Learners’ Module GRADE 2 Mathematics Teachers’
Guide
III. Kagamitan:printed materials,box, cards
IV:Pamamaraan
Gawain ng guro Gawain ng mga mag-aaral
A. Panimulang gawain
1. Pagbati
Magandang umaga mga bata! Magandang umaga po,
Teacher.
2. Panalangin
Bago magsimula ang ating talakayan tayo muna ay
tumayo at awitin ang ating body prayer (tatayo ang mga bata at
gagawin ang body prayer)
Bago umupo ay paki-ayos muna ang mga upuan
(ang mga bata ay mauupo)
3.Pagtala sa lumiban
Sino ang lumiban sa ating klase ngayon?tingnan nga
ninyo ang inyong mga katabi. Mayroon ba?
Wala po, teacher.
Mga bata tumingin nga kayo sa labas, anong
napapansin niyo sa panahon natin ngayon?
Maaraw po teacher.
Magaling, maaraw ang panahon natin ngayon.
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4. Pagbabalik aral
Bago natin simulan ang ating pag-aaral atin munang
balikan ang ating pinag-aralan kahapon.
Ano nga ulit iyon?
Tungkol po sa
pagdaragdag na walang
Magaling! paglilipat ng halaga
Ang 23+ 21 ba ay isang halimbawa nito?
Ang 14+12 kaya? Opo teacher.
Mahusay. Talaga ngang kayo ay natuto na mula sa ating Kabilang din po teacher
nakaraang talakayan.
B. Panlinang na Gawain
1. Pagganyak
Bago tayo tumungo sa ating susunod na paksa tayo
muna ay tumayo at awitin ang kantang ito.
(Tatayo ang mga bata at
https://youtu.be/8hz0fAQV0ac?si=TDEzimM9srFjEWxI kakanta)
2. Paglalahad
May addition machine at isang kahon dito. Ang
machine na ito ay gagamitin natin para masagutan ang
addition problem at sa ilalim ng inyong desk mamaya
ay na riyan ang addition problem na inyong sasagutan.
Si teacher muna ang gagawa, makinig at tingnan niyo
ng maigi. Maliwanag ba?
Ayan at ang sa akin ay 35+16
Opo teacher.
Isusulat muna natin ito sa addition machine
box(naisulat na)
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Ang unang gagawin natin ay idagdag ang nasa ones na
bahagi ito ay ang 5 at 6
Ngayon, lima idagdag ang anim ilan lahat?
11,Teacher
35
+16
Magaling! Kung ang kabuuang halaga ng mga digits sa
isang column ay mas malaki kaysa o pareho sa 10, kailangan
ang regrouping. Halimbawa, kung ikaw ay magdadagdag ng
5 at 6, na kumakatawan sa 11, isulat mo ang 1 sa column ng
mga ones at i-regroup ang 1 sa susunod na mas mataas na
puwesto ng halaga
Ngayon ay ilalagay natin ang 1 sa baba ng ones(6) at
ang isa pang 1 sa itaas ng tens(3)
1
35
+16
1
Maliwanag ba? Opo teacher
Pagkatapos natin sa ones ay isusunod nating
pagdaragdagin ang tens o ang 3+1
1
35
+16
1
Kaya ang 3+1 ilan? 4 po teacher
At idagdag pa ang 1 na nasa taas ng tens(3)
Kaya 4+1 ay? 5 po teacher
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Mahusay ! kaya ang 35+16 ay ? 51 po teacher
1
35
+16
51
Malinaw? opo, teacher.
Mahusay!
Alex subukin mo nga Sige po teacher
Ayan ang nabunot mo ay 123+ 169
Ngayon gagamitin na natin ang ating addition machine
Isusulat mo lamang sa ating addition machine at
sasagutan na.
Teacher tapos na po.
Magaling, suriin nga natin.
123
+169
Ang unang sasagutan ay ang nasa kanang bahagi ang
Ones o ang
3
+9
Ano ulit ang gagawin Kung ang kabuuang halaga ng mga
digits sa isang column ay mas malaki kaysa o pareho sa 10?
Kailangan ang regrouping,
Teacher.
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Mahusay!
Kaya tatlo dagdagan ng siyam ilan lahat?
Magaling. Ngayon ilalagay natin ang 2 sa ibaba ng
ones(9) at 1 naman sa itaas ng tens (2). 12 po teacher
1
123
+169
2
Naintindihan?
Opo teacher
Ngayon sa gitnang bahagi naman o ang tens
1
123
+169
2
2 dagdagan ng 6, ilan?
8, teacher
Magaling!
8 idagdag pa iyong nasa taas ng tens(2) na 1 ilan na?
1 9 po teacher
123
+169
92
Ngayon sa hundreds naman tayo
1
123
+169
92
Isa dagdagan mo ng isa, ilan?
2 po teacher.
Magaling!
1
123
+169
292
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Kaya ang 123 +169 ay?
292 po teacher.
Magaling!
At ang tawag sa ating ginawa ay Pagdaragdag na may
paglilipat ng halaga
3. Pagtalakay
Ngayon naman ay akin kayong hahatiin sa dalawang
grupo para sa isa pang aktibidad.
Bibigyan kayo ni teacher ng dalawang basket at card isa
bawat grupo. Sa loob ng basket na ito ay makikita niyo
kung ilang bulaklak ang kukunin niyo. Sa card naman ay
diyan niyo isusulat ang inyong mga kasagutan.
Ang dalawang grupo ay mananatili muna sa likod at pag
sinabi kong go ay pumunta kayo sa harapan upang
kumuha ng bulaklak. Halimbawa ang nakalagay sa
basket ay 46 na rosas at 27 na santan. Kailangan niyong
ilagay sa basket ang mga ito at isulat sa card and
problem at ang sagot.
Kung sino ang mauunang bumalik sa akin ng may
tamang kasagutan ang siyang panalo.
Maliwanag ba?
Opo teacher, excited na po
Para sa unang pangkat ilang mga bulaklak ang kami.
kailangan niyong kunin
118 na rosas at 126 na
Magaling! Sa ikalawang pangkat? santan teacher.
Magaling!
123 na gumamela at 129
Isa, dalawa, tatlo. GO! na marigold, teacher.
Galingan at gawin ninyong masaya. (Pumunta sila sa harap at
nagsimulang kumolekta ng
Magaling ikalawang pangkat, hintayin pa natin ang mga bulaklak.)
unang pangkat
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Mahusay ang gagaling ninyong lahat.
Teacher malapit na po
Lahat ng inyong mga sagot ay tama, nauna lamang ang kaming matapos.
ikalawang pangkat ngunit parehong tama ang inyong
mga ginawa.
Teacher, tapos na po kami.
Sa unang pangkat,
118
+126
Gaya ng napag aralan natin kanina uunahin natin ang
parte ng ones o ang 8+6
Mga bata 8+6 ay?
Mahusay! Ang 4 ay ilalagay sa baba ng 6(ones) at ang 1
ay ilalagay sa taas ng?
Magaling! 14 teacher
Ngayon dito na tayo sa tens 1+2=
1 po teacher
Idagdag pa ang 1 na nasa itaas ng tens, ilan na?
Ang huhusay!
3 po teacher
Dito naman sa hundreds o ang 1+1
4 po teacher.
1+1 ay?
Kaya ang
118 2 po teacher
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+126
244 po teacher
Magaling! Tama ang kasagutan ng unang pangkat
Sa ikalawang pangkat naman
123
+129
Gaya ng napag aralan natin kanina uunahin natin ang
parte ng ones o ang 3+9.
Ngayon ang 3+9 ay?
Ito ba ay mas malaki sa halaga ng 9?
12 po teacher
Mahusay kaya ang 2 ay ilalagay sa baba ng ones(9) at
ang 1 ay sa itaas ng tens na (2) Opo teacher
Ngayon naman ay sa tens ito ay ang 2+2
Kaya 2 dagdagan po ng 2 ay?
At idagdag pa ang 1, magiging?
4 po teacher
Magaling!
5 po
Dito na tayo sa hundreds o ang 1+1
1+1 ay?
Kaya ang
2 po teacher
123
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+129
252 po teacher
Mahusay!
Magagaling kayong lahat . Tama ang inyong mga
kasagutan.
Mahalaga ba na marunong tayo mag-add?
Bakit mahalaga ito?
Opo teacher.
Tama! kaya mahalagang matutunan nating mag-dagdag.
Sapagkat magagamit po
V.Pagtataya
natin kapag may bibilhin
Ngayon para sa inyong pinal na gawain ay bibigyan ko
po tayo.
kayo nginyong sasagutan sa loob ng 5 minuto.
Ipasa paharap (kantahin pass your paper). Teacher tapos na po.
Batid kong lahat kayo ay natuto sa araw na ito tungkol
sa ating talakayan. Bago tayo umuwi ay paki-ayos muna
ang mga upuan.
Paalam mga bata
Paalam, teacher.
DIRECT INSTRUCTION (ADDITION)
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CREATIVE (SUBTRACTION)
Masusing Banghay Aralin Sa
Mathematics 2
I. LAYUNIN
Sa pagtatapos ng aralin, ang mga mag-aaral ay inaasahang:
a. Natutukoy ang mga pamamaraan sa pagbabawas ng mayroong pagpa-
pangkat;
b. Nakapag-babawas ng bilang na may dalawa hanggang tatlong digits mula
sa minuends na hanggang 999 ng mayroong pagpa-pangkat. M2NS-IIa-32.5
c. Nabibigyang-halaga ang pag-babawas para sa pang araw-araw na
pamumuhay.
II.SUBJECT MATTER:
Paksa: Pagbabawas na may pagpa-pangkat.
Sanggunian: GRADE 2 Mathematics Learners’ Module
Kagamitan: Powerpoint presentation, Laptop, Internet, Tarpapel
Metodolohiya sa Pagtuturo: Interaktibo
III. PAMAMARAAN
Teacher’s Activity Pupil’s Activity
A. Panimulang Gawain
1. Panalangin
Tayong lahat ay manalangin.
Panginoon, maraming salamat po sa Panginoon, maraming salamat po sa
panibagong umaga, nawa’y ikaw ang siyang panibagong umaga, nawa’y ikaw ang siyang
magbigay sa amin ng karunugngan at magbigay sa amin ng karunugngan at
kaalaman na siyang magamit naming sa kaalaman na siyang magamit naming sa
araling ito. Ikaw na siyang bahalang araling ito. Ikaw na siyang bahalang gumabay
gumabay sa bawat isa. Ito po an gaming sa bawat isa. Ito po an gaming dalangin sa
dalangin sa Pangalan ni Hesus, Amen. Pangalan ni Hesus, Amen.
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Maaari na kayong umupo.
2.Pagbati
Magandang umaga mga bata Magandang umaga din po, ma’am.
3. Pamamahala sa silid-aralan
Pagtatala ng Pagliban
Bago tayo mag-simula, pulutin muna ninyo (Magpu-pulot ng mga kalat ang mga bata)
ang mga kalat sa ilalim ng inyong mga
upuan.
Wala, ma’am.
May lumiban bas a klase ngayon?
Mahusay kung ganon! Ako’y natutuwa
sapagkat kayo ay kumpleto ngayon.
4. Pag- aalala sa Pamantayan ng Klase
1. Dumating sa klase ng maaga.
Mga bata, ating alalahanin ang mga iba’t 2. Maging handa na mag-aral.
ibang paalala tuwing tayo ay may aralin 3. Makinig at sundin ang mga tagubilin.
4. Itaas ang kamay bago magsalita.
5. Magpakita ng respeto sa iba.
Opo, ma’am.
Sana ay palagi ninyo itong alalahanin at
gawin.
B. Panlinang na Gawain
1. Balik-Aral
Bago tayo magpatuloy sa ating bagong
aralin ngayong araw na ito, atin munang
alalahanin ang aralin natin noong nakaraan. Opo, ma’am.
Naaalala pa ba ninyo iyon?
Pagdadaragdag na may pagli-lipat halaga,
Tignan ko nga kung talagang naaalala ninyo. ma’am.
Tungkol saan ang ating aralin noong
nakaraan?
Mahusay! Opo, ma’am.
Naaalala pa ba ninyo ang mga alituntunin sa
pagdaragdag na may paglilipat halaga? Ayusin ang mga numero ng naka-column,
ma’am.
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Ano ang unang alituntunin?
Tama!
Magdaragdag muna sa ones, tapos tens tapos
Paano naman ang pangalawa? sa hundreds, ma’am.
Mahusay!
At ang huling alituntunin ay mag-regroup
sa susunod na mas mataas na place value
sa tuwing ang sum nito ay mas mataas sa 9.
Mukhang nakinig talaga kayo sa ating (Papalakpakan ng mga bata ang kanilang
talakayan noong nakaraan. Palakpakan nga sarili)
ninyo ang inyong mga sarili.
2. Pagganyak
Ngayon, dumako na tayo sa ating bagong
aralin. Ngunit bago iyon, panoorin muna
natin ang video na aking hinanda at
pagkatapos ay kantahin natin ito mamaya. (Manonood ang mga bata)
Kantahin nga natin ang subtraction rap.
More on top? More on top?
No need to stop! No need to stop!
More on the floor? More on the floor?
Go next door! Go next door!
Get one ten, Get one ten,
That’s ten ones more! That’s ten ones more!
Numbers the same? Numbers the same?
Zero is the game! Zero is the game!
C. Paglalahad
Base sa rap na ating kinanta, kapag
subtraction at mas mataas ang nasa taas na
numero, anong sinabi sa rap? No need to stop, ma’am.
Tama!
Ibig sabihin ay pwede ka nang mag-bawas.
Paano naman kung more on the floor o mas
mataas ang numero sa baba? Ano ang
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sinabi sa rap? Go next door, get one ten, ma’am.
Mahusay!
Ang ibig sabihin nito ay hihiram si ones kay
tens!
Ang tawag doon ay Pagbabawas na
mayroong pagpa-pangkat.
D. Pag-talakay
Ang Pag-aaralan natin ngayon ay tungkol sa
Pagbabawas na mayroong pagpapangkat
(Ipapakita ng guro ang powerpoint).
Pagbabawas na may pagpapangkat
Sabihin nga ninyo ulit?
Sa matematika, ang pagbabawas ay
Ngayon, alamin natin ang depinasyon ng nangangahulugan ng pag-alis mula sa isang
pagba-bawas o sa Ingles ay subtraction. grupo o bilang ng mga bagay. Kapag
Pakibasa ang nasa T.V _______ binabawasan natin, ang bilang ng mga bagay
sa grupo ay nababawasan o nagiging mas
kaunti.
Mahusay!
Kapag sinabi naman nating
"pagpapangkat," ano ang ibig sabihin nito?
Sino ang gustong magbasa?
Ang pagpa-pangkat ay isang paraan na
Yes,_______? ginagamit natin upang kumuha ng sampu
mula sa isang bilang at ibigay ito sa isa pang
bilang. Ginagawa natin ito kapag hindi sapat
ang mga bilang upang magbawas ng dalawang
numero.
Mahusay!
Ngayon naman, magbibigay ako ng
halimbawa.
Ano ang difference ng 43 at 27?
Ang ating pangungusap sa pagbabawas ay
magiging 43-27=n
Step 1
Walang sapat na ones sa minuend kaya
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The National Center for Teacher Education
hihiram tayo.Ito na ngayon ay magiging 3
tens at 13 na ones.
Step 2
Magbawas tayo sa ones. (𝟏𝟑 – 𝟕 = 𝟔)
Step 3
Magbawas naman tayo sa tens (𝟑 – 𝟐 = 𝟏)
16, teacher
Kaya ang magiging sagot natin ay?
Tama! Ang sagot ng 43-27 ay 16
Okay class, Palagi niyong tandaan ang
technique na aking ituturo.
Ito ang tinatawag na 3B’s o Bigger the BIGGER the BOTTOM you must BORROW
Bottom you must Borrow. Sabihin nga ulit.
Ang ibig sabihin nito ay kapag mas mataas
ang numero sa ibaba, kailangan mong
manghiram.
Wag niyo kakalimutan ang teknik na
ito,okay? Para mas maging madali sa inyong
mag-solve.
May halimbawa tayo dito:
Ano ang sagot sa 33 - 18?
3 at 8.
Ang unang step ay:
Magsimula tayo sa ones. At ito ay?
Bigger the Bottom you must Borrow.
Tama!.
Ngayon, Ano yung teknik na gagamitin
natin? Opo, Ma’am.
Mahusay!
Humiram sa katabi nitong numero.
Ang numero ba natin sa baba ay mas
mataas ang halaga kaysa sa nasa itaas?
Tama! Kaya kailangan nating?
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PHILIPPINE NORMAL UNIVERSITY
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Tama! Opo, ma’am.
Tayo ay hihiram ng isa sa column ng tens.
5, ma’am.
Ngayon, meron na tayong 13 minus 8,
Pwede na ba magbawas?
Tama! Ngayon i-subtrak na natin ito. Ang Magiging 2 na po, ma’am.
13-8 ay?
Tama! 5!
Ngayon pumunta naman tayo sa column ng
tens. Ano na ang mangyayari sa 3? Dahil
humiram tayo dito kanina ng isa? 1, ma’am.
Tama. Ibabawas natin ang isa na hiniram
natin kanina. Kaya 2 nalang ito.
Opo, ma’am.
Ngayon, ang 2 minus 1 ay?
Kaya ang sagot natin sa 33-18 ay 15
Malinaw ba?
Ngayon, itong halimbawa naman na ito.
Si Ben ay may 653 na piso. Ibinili niya ang 565
Sinong gustong magbasa? ng cake. Ilan na lamang ang natitira sa pera
niya?
Yes, _____?
(Si Ben ay may 653 na piso. Ibinili niya ang
565 ng cake. Ilan na lamang ang natitira sa Subtraksiyon o Pag-babawas ma’am.
pera niya?)
Mahusay!
Ano sa tingin niyo ang gagamitin nating
operation?
Tama! Kaya hanapin na natin ang difference
o sagot ng 653 at 565.
Upang masagutan ang problem, sundan ang
mga hakbang na ito:
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1. i-subtrak ang mga digit sa ones place, at
pagkatapos ay mag-regroup. Opo, Ma’am.
2. . i-subtrak ang mga digit sa tens place, at
pagkatapos ay mag-regroup.
3. . i-subtrak ang mga digit sa hundreds
place. (Ipapakita ng guro kung paano ito
gawin)
Naintindihan niyo ba mga bata?
E. Paglalapat
Pangkatang Gawain Opo, ma’am
Ngayon, magkakaroon tayo ng laro!
Mahahati kayo sa dalawang grupo.
Ang tawag sa larong ito ay Slides and
Ladder
Pamilyar ba kayo sa larong Snake and
Ladder?
Parang ganon itong Slides and Ladder. Pero
ito, may twist. Pakinggan ninyong mabuti
ang Mechanics
Ito ang Mechanics ng Laro
Una, ang Bawat grupo ay ilalagay ang
kanilang taya sa espasyong may marka na
'simulan dito'.
Pangalawa, Upang malaman kung sino ang
mauuna, magaganap ang isang taya ng
barya.
Pangatlo, Bago mag-roll ng dice, dapat
munang tamang sagutin ng manlalaro ang
ekwasyon upang magkaroon ng
pagkakataon na mag-roll. Kung hindi, ang
pagkakataon ay mapupunta sa kanyang
kalaban.
Pang-apat, Magpapalitan ang grupo sa pag-
roll ng dice. Iiikot nila ang kanilang taya
papunta sa bilang ng espasyong ipinapakita Opo, ma’am.
ng dice.
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(Maglalaro ang mga bata)
Pang-lima, Kapag ang taya ay nakarating sa
ibaba ng ladder, maaari silang umakyat sa Opo, ma’am.
tuktok ng nito.
Pang anim, Kung ang taya ay bumagsak sa
ulo ng ahas, dapat silang dumulas pababa
sa buntot ng ahas.
At Ang unang grupo na makarating sa
espasyong may marka na 'tapusin' ang
nanalo sa laro. Pagbabawas na may pagpa-pangkat po.
Naintindihan ba ninyo ang mechanics?
Simulan na natin ang laro.
Magbabawas muna sa ones, ma’am, tapos
Nag-enjoy ba kayo sa laro mga bata? mag-regroup o pag-pangkatin.
Kayong lahat ay mahusay sapagkat
nasagutan niyo ang mga problems. Ang pangalawang step ay magbabawas sa
Palakpakan nga ninyo ang inyong mga sarili. tens, ma’am, tapos pag-pangkatin.
Ang pangatlong step ay magbabawas sa
F. Paglalahat hundreds, ma’am, tapos pag-pangkatin.
Anong ginamit niyong operation sa
pagsagot ng mga problem? Kapag po mas mataas ang value ng
subtrahend kaysa sa minuend.
Mahusay!
Bigger the Bottom you must Borrow.
Ano ang unang step upang magawa niyo
ito?
Opo, ma’am.
Tama! Ano naman ang pangalawang step?
Nagagamit po natin ito sa tuwing tayo ay
bumibili.
Mahusay! at ang pangatlong step ay?
Tama! Kailan dapat tayo mag-borrow o
mag-pangkat?
Mahusay! Ano naman ang Technique na
ginamit niyo sa pag-sagot sa mga problem?
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Mahusay! Palakpakan nga ninyo ang inyong
mga sarili.
Mahalaga ba na marunong tayo mag-
subtract?
Bakit mahalaga ito?
Tama! kaya mahalagang matutunan nating
mag-bawas.
IV. Pagtataya
LAKO-LAKO
Mechanics:
1. Bibigyan ang bawat bata ng play money na may magkakaibang halaga na umaabot
sa 100.
2. Ipapakita ng guro ang mga item na mabibili, tulad ng prutas, gulay, at mga
kagamitan sa paaralan.
3. Magkakaroon ang bawat bata ng pagkakataon na bumili ng anumang gusto nilang
item.
4. Upang makuha ang item, kailangan nilang kalkulahin ang kabuuang halaga ng
kanilang piniling mga item at tukuyin ang sukli na matatanggap nila.
5. Kung nahihirapan sila sa pagkakalkula, maaari silang humingi ng tulong sa kanilang
kaibigan.
6. Kapag tama ang kanilang kalkulasyon, maaari nilang makuha ang biniling item.
Inihanda ni:
Bb. Joanne E. Portales
DIRECT INSTRUCTION (SUBTRACTION)
Masusing Banghay Aralin Sa
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Mathematics 2
I. LAYUNIN
Sa pagtatapos ng aralin, ang mga mag-aaral ay inaasahang:
a. Natutukoy ang mga pamamaraan sa pagbabawas ng mayroong pagpa-
pangkat;
b. Nakapag-babawas ng bilang na may dalawa hanggang tatlong digits mula
sa minuends na hanggang 999 ng mayroong pagpa-pangkat. M2NS-IIa-32.5
c. Nabibigyang-halaga ang pag-babawas para sa pang araw-araw na
pamumuhay.
II.SUBJECT MATTER:
Paksa: Pagbabawas na may pagpa-pangkat.
Sanggunian: GRADE 2 Mathematics Learners’ Module
Kagamitan: Powerpoint presentation, Laptop, Internet, Tarpapel
Metodolohiya sa Pagtuturo: Interaktibo
III. PAMAMARAAN
Teacher’s Activity Pupil’s Activity
A. Panimulang Gawain
1. Panalangin
Tayong lahat ay manalangin.
Panginoon, maraming salamat po sa Panginoon, maraming salamat po sa
panibagong umaga, nawa’y ikaw ang panibagong umaga, nawa’y ikaw ang
siyang magbigay sa amin ng siyang magbigay sa amin ng
karunugngan at kaalaman na siyang karunugngan at kaalaman na siyang
magamit naming sa araling ito. Ikaw magamit naming sa araling ito. Ikaw
na siyang bahalang gumabay sa na siyang bahalang gumabay sa
bawat isa. Ito po an gaming dalangin bawat isa. Ito po an gaming dalangin
sa Pangalan ni Hesus, Amen. sa Pangalan ni Hesus, Amen.
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Maaari na kayong umupo.
2.Pagbati
Magandang umaga mga bata
Magandang umaga din po, ma’am.
3. Pamamahala sa silid-aralan
Pagtatala ng Pagliban
Bago tayo mag-simula, pulutin muna ninyo
ang mga kalat sa ilalim ng inyong mga upuan. (Magpu-pulot ng mga kalat ang mga bata)
May lumiban bas a klase ngayon?
Wala, ma’am.
Mahusay kung ganon! Ako’y natutuwa
sapagkat kayo ay kumpleto ngayon.
4. Pag- aalala sa Pamantayan ng Klase
Mga bata, ating alalahanin ang mga iba’t 1. Dumating sa klase ng maaga.
ibang paalala tuwing tayo ay may aralin
2. Maging handa na mag-aral.
3. Makinig at sundin ang mga tagubilin.
4. Itaas ang kamay bago magsalita.
5. Magpakita ng respeto sa iba.
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Sana ay palagi ninyo itong alalahanin at Yes, ma’am.
gawin.
B. Panlinang na Gawain
1. Balik-Aral
Bago tayo magpatuloy sa ating bagong aralin
ngayong araw na ito, atin munang alalahanin
ang aralin natin noong nakaraan.
Opo, ma’am.
Naaalala pa ba ninyo iyon?
Tignan ko nga kung talagang naaalala ninyo. Pagdadaragdag na may pagli-lipat halaga,
Tungkol saan ang ating aralin noong ma’am.
nakaraan?
Mahusay!
Opo, ma’am.
Naaalala pa ba ninyo ang mga alituntunin sa
pagdaragdag na may paglilipat halaga?
Ayusin ang mga numero ng naka-column,
ma’am.
Ano ang unang alituntunin?
Tama!
Magdaragdag muna sa ones, tapos tens
Paano naman ang pangalawa? tapos sa hundreds, ma’am.
Mahusay!
―Enhancing Numeracy Skills: A Study on the Impact of Creative Math Games‖ 81
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At ang huling alituntunin ay mag-regroup sa
susunod na mas mataas na place value sa
tuwing ang sum nito ay mas mataas sa 9.
Mukhang nakinig talaga kayo sa ating
talakayan noong nakaraan. Palakpakan nga (Papalakpakan ng mga bata ang kanilang
ninyo ang inyong mga sarili. sarili)
2. Pagganyak
Ngayon, dumako na tayo sa ating bagong
aralin. Ngunit bago iyon, panoorin muna
natin ang video na aking hinanda at
(Manonood ang mga bata)
pagkatapos ay kantahin natin ito mamaya.
Kantahin nga natin ang subtraction rap.
More on top?
More on top?
No need to stop!
No need to stop!
More on the floor?
More on the floor?
Go next door!
Go next door!
Get one ten,
Get one ten,
That’s ten ones more!
That’s ten ones more!
Numbers the same?
Numbers the same?
Zero is the game!
Zero is the game!
C. Paglalahad
Base sa rap na ating kinanta, kapag
subtraction at mas mataas ang nasa taas na
numero, anong sinabi sa rap?
No need to stop, ma’am.
Tama!
Ibig sabihin ay pwede ka nang mag-bawas.
Paano naman kung more on the floor o mas
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mataas ang numero sa baba? Ano ang sinabi
sa rap?
Go next door, get one ten, ma’am.
Mahusay!
Ang ibig sabihin nito ay hihiram si ones kay
tens!
Ang tawag doon ay Pagbabawas na
mayroong pagpa-pangkat.
D. Pag-talakay
Ang Pag-aaralan natin ngayon ay tungkol sa
Pagbabawas na mayroong pagpapangkat
(Ipapakita ng guro ang powerpoint).
Sabihin nga ninyo ulit?
Pagbabawas na may pagpapangkat
Ngayon, alamin natin ang depinasyon ng
pagba-bawas o sa Ingles ay subtraction.
Sa matematika, ang pagbabawas ay
Pakibasa ang nasa T.V _______
nangangahulugan ng pag-alis mula sa isang
grupo o bilang ng mga bagay. Kapag
binabawasan natin, ang bilang ng mga bagay
sa grupo ay nababawasan o nagiging mas
Mahusay! kaunti.
Kapag sinabi naman nating "pagpapangkat,"
ano ang ibig sabihin nito? Sino ang gustong Ang pagpa-pangkat ay isang paraan na
magbasa? ginagamit natin upang kumuha ng sampu
Yes,_______? mula sa isang bilang at ibigay ito sa isa pang
bilang. Ginagawa natin ito kapag hindi sapat
ang mga bilang upang magbawas ng
dalawang numero.
Mahusay!
Ngayon naman, magbibigay ako ng
halimbawa.
Ano ang difference ng 43 at 27?
Ang ating pangungusap sa pagbabawas ay
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magiging 43-27=n
Step 1
Walang sapat na ones sa minuend kaya
hihiram tayo sa katabi nitong numera na 4 o
ang bahagi ng tens. Kaya naman ang 3 sa
ones ay magiging 13 na at ang 4 na tens ay
magiging 3 na dahil binawasan natin ito.
Step 2
Magbawas na tayo sa ones. (𝟏𝟑 – 𝟕 = 𝟔)
Step 3
Magbawas naman tayo sa tens (𝟑 – 𝟐 = 𝟏)
16, ma’am.
Kaya ang magiging sagot natin ay?
Tama! Ang sagot ng 43-27 ay 16
Okay class, Palagi niyong tandaan ang
technique na aking ituturo.
Ito ang tinatawag na 3B’s o Bigger the BIGGER the BOTTOM you must BORROW
Bottom you must Borrow. Sabihin nga ulit.
Ang ibig sabihin nito ay kapag mas mataas
ang numero sa ibaba, kailangan mong
manghiram.
Wag niyo kakalimutan ang teknik na
ito,okay? Para mas maging madali sa inyong
mag-solve.
May halimbawa tayo dito:
Ano ang sagot sa 33 - 18?
Ang unang step ay: 3 at 8.
Magsimula tayo sa ones. At ito ay?
Tama! Bigger the Bottom you must Borrow.
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Ngayon, Ano yung teknik na gagamitin
natin?
Opo, Ma’am.
Mahusay!
Ang numero ba natin sa baba ay mas mataas
Humiram sa katabi nitong numero.
ang halaga kaysa sa nasa itaas?
Tama! Kaya kailangan nating?
Tama! Opo, ma’am.
Tayo ay hihiram ng isa sa column ng tens.
Ngayon, meron na tayong 13 minus 8, 5, ma’am.
Pwede na ba magbawas?
Tama! Ngayon i-subtrak na natin ito. Ang
13-8 ay?
Magiging 2 na po, ma’am.
Tama! 5!
Ngayon pumunta naman tayo sa column ng
tens. Ano na ang mangyayari sa 3? Dahil
humiram tayo dito kanina ng isa?
1, ma’am.
Tama. Ibabawas natin ang isa na hiniram
natin kanina. Kaya 2 nalang ito.
Opo, ma’am.
Ngayon, ang 2 minus 1 ay?
Kaya ang sagot natin sa 33-18 ay 15
Malinaw ba?
Ngayon, itong halimbawa naman na ito.
Si Ben ay may 653 na piso. Ibinili niya ang
Sinong gustong magbasa?
565 ng cake. Ilan na lamang ang natitira sa
Yes, _____? pera niya?
(Si Ben ay may 653 na piso. Ibinili niya ang
565 ng cake. Ilan na lamang ang natitira sa
Subtraksiyon o Pag-babawas ma’am.
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pera niya?)
Mahusay!
Ano sa tingin niyo ang gagamitin nating
operation?
Tama! Kaya hanapin na natin ang difference
o sagot ng 653 at 565.
Upang masagutan ang problem, sundan ang
mga hakbang na ito:
1. i-subtrak ang mga digit sa ones place, at
pagkatapos ay mag-regroup.
Opo, Ma’am.
2. . i-subtrak ang mga digit sa tens place, at
pagkatapos ay mag-regroup.
3. . i-subtrak ang mga digit sa hundreds
place.
(Ipapakita ng guro kung paano ito gawin)
Naintindihan niyo ba mga bata?
E. Paglalapat
Pangkatang Gawain
Ngayon ay mayroon kayong pangkatang
gawain. Hahatiin ang klase sa dalawang
pangkat. Bibigyan ko kayo ng 15 minuto
upang sagutin ang mga problema na nasa
pisara at kung sino ang may mga Opo, ma’am
pinakamaraming tamang nasagutan ang
mananalo at makakatanggap ng reward.
(Sasagot ang mga bata)
(papalakpak ang mga bata)
Naintindihan niyo ba?
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Ayan, maaari na kayong mag-umpisa.
Dahil tapos na ang time, maaari na kayong
umupo.
(papalakpak ang mga mag-aaral)
Ang gagaling. Palakpakan Ninyo ang inyong
mga sarili sapagkat natapos niyo ang
gawaing pinagawa ko.
Ayan, ating tukuyin kung tama ang inyong (papalakpak ang mga mag-aaral)
mga ginawa.
(iwawasto ang mga ginawa ng mga bata)
Palakpakan natin ang unang pangkat
sapagkat sila ang may pinakamaraming Pagbabawas na may pagpa-pangkat po.
puntos.
Magbabawas muna sa ones, ma’am, tapos
Palakpakan din natin ang ikalawang pangkat. mag-regroup o pag-pangkatin.
F. Paglalahat Ang pangalawang step ay magbabawas sa
tens, ma’am, tapos pag-pangkatin.
Anong ginamit niyong operation sa pagsagot
ng mga problem? Ang pangatlong step ay magbabawas sa
hundreds, ma’am, tapos pag-pangkatin.
Mahusay!
Ano ang unang step upang magawa niyo ito?
Kapag po mas mataas ang value ng
subtrahend kaysa sa minuend.
Tama! Ano naman ang pangalawang step?
Bigger the Bottom you must Borrow.
Mahusay! at ang pangatlong step ay?
(papalakpak ang mga mag-aaral)
Tama! Kailan dapat tayo mag-borrow o mag-
pangkat?
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Mahusay! Ano naman ang Technique na Opo, ma’am.
ginamit niyo sa pag-sagot sa mga problem?
Nagagamit po natin ito sa tuwing tayo ay
Mahusay! Palakpakan nga ninyo ang inyong bumibili at magagamit sa buhay.
mga sarili.
Mahalaga ba na marunong tayo mag-
subtract?
Bakit mahalaga ito?
Opo, ma’am.
Tama! kaya mahalagang matutunan nating
mag-bawas.
IV. Pagtataya
Ngayon naman, upang lubos kong malaman
na nasundan niyo ang ating aralin, mayroon
akong ibibigay na worksheet sa inyo. Sagutan
ninyo ang mga problem na nakasaad dito.
Opo, ma’am.
Naunawaan ba mga bata?
(Magpapasa)
Paalam po, ma’am.
Tapos na ba kayo, mga bata?
Kung ganon ay maaari niyo ng ipasa paharap
ang inyong papel. Gawin ito nang tahimik
lang.
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Masaya ako at kayo’y natuto nanaman sa
araw na ito. Bago kayo umuwi, paki ayos
muna ang inyong upuan at pulutin ang mga
nakakalat.
Paalam mga bata
Inihanda ni:
Bb. Joanne E. Portales
Isinaayos ni:
Bb. Jenalyn S. Guiquing
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Appendix
Letter to the Executive Director and Provost of Philippine Normal University North
Luzon
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Appendix
Letter Addressed to the Principal of Cauayan South Central School
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Appendix
Pre-test Assessment
Pangalan:
Panuto: Basahin at unawain nang mabuti ang bawat
katanungan. Bilugan ang letra ng tamang sagot.
1. Si Mang Mando ay nakaani ng 58 pirasong mangga
noong Lunes at 25 noong Biyernes. Ilan lahat ang naani
niya?
A. 73 B. 83 C. 173 D. 713
2. Ang asul na lobo ay 58 samantalang 35 naman ang
kulay dilaw. Ilan lahat ang mga lobo?
A. 75 B. 89 C. 93 D. 98
3. Ang tinderang si Lorna ay nakabenta ng 35 na ice
candy at 28 na ice buko. Ilan lahat ang kanyang
nabenta?
A. 59 B. 63 C. 78 D. 85
4. May 17 na alagang manok si Elyas at 15 na aso, ilan
lahat ang alagang hayop ni Elyas?
A.30 B. 31 C. 32 D.33
5. Bumili ng 18 na rosas at 18 na lobo si Vince para sa
kaarawan ng kanyang anak. Ilan lahat ang nabili niya?
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A. 26 B. 32 C. 36 D. 40
6. Si Ana ay nakagawa ng 57 pirasong yema at si Elsa ay
nakagawa ng 38. Ilan lahat ang nagawang yema?
A. 78 B. 82 C. 89 D. 95
7. Si Tatay Vic ay nakahuli ng 55 talaba at 27 na tilapia.
Ilan lahat ang nahuli niya?
A.33 B. 58 C. 60 D. 82
8. Si Binibining Maria ay mayroong kahon na
naglalaman ng 129 na libro at 65 na kwaderno. Ilan
lahat ang laman ng kahon?
A. 194 B. 284 C. 1814 D. 1913
9. Kung may 129 na rosas sa hardin at 122 na gumamela.
Ilan lahat ang kabuuang bilang ng mga bulaklak?
A. 251 B. 252 C. 253 D. 254
10. Si Hans ay pupunta sa field trip bukas. Binigyan siya
ng kaniyang ina ng 285 piso. Dinagdagan naman ito ng
kaniyang ama ng 175 piso. Magkano na ang kabuuang
baon niya?
A. 330 B. 460 C. 550 D. 670
11. Si Lando ay may 30 na kendi. Ibinigay niya ang 19 sa
mga kaklase niya. Ilan na lamang ang natira kay Lando?
A. 11 B. 33 C.43 D. 47
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12. Mayroong 23 na saging ang magkapatid na sina
MikMik at Mika. Sa sobrang gutom, nakain nila ang 17.
Ilan na lamang ang natira?
A. 6 B. 40 C. 46 D. 210
13. Si Lito ay mayroong 85 na baboy at ibinenta niya
ang 37. Ilan nalang ang natira?
43 B. 48 C. 55 D. 62
14. May 76 na mansanas si Marta at ibinigay ang 29.
Ilan na lang ang natitirang mansanas?
A. 45 B. 46 C. 47 D. 49
15. Mayroong kang 25 na lapis at ibinigay mo ang 17 sa
iyong mga kamag-aral. Ilan pa ang natitirang lapis mo?
A. 6 B. 8 C. 10 D. 12
16. May 55 na alagang pato si Carla ngunit nawala ang
18. Ilan na lang ang natira?
A. 29 B.32 C. 37 D. 43
17. Mayroon kang 565 na piso at ibinili mo ng tsokolate
ang 375. Ilan na lang ang natitirang pera mo?
A. 160 B. 190 C. 230 D. 280
18. Si Luna ay may 162 na piraso ng papel at binigay
niya ang 118. Ilang piraso na lang natira kay Luna?
A. 41 B. 42 C. 43 D. 44
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19. Si Lucas ay nag-ani ng 358 sako ng palay at ibinenta
niya ang 285 na sako. Ilang sakong palay pa ang natira?
A. 70 B. 73 C. 79 D. 80
20. Binigyan si Angelica ng kanyang Nanay ng 500 piso.
Bumili siya ng damit na nagkakahalaga ng 250. Magkano
na lang ang natira sa kanya?
A. 100 B. 150 C. 250 D. 300
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Appendix
Pre-test Assessment Completed by the Control Group Respondents
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Appendix
Pre-test Assessment completed by the Experimental Group Respondents
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Appendix
Post-test Assessment
Pangalan:
Panuto: Basahin at unawain nang mabuti ang bawat
katanungan. Bilugan ang letra ng tamang sagot.
1. Si Linda ay may 30 na tsokolate. Ibinigay niya ang 19
sa mga kaklase niya. Ilan na lamang ang natira kay
Linda?
A. 47 B. 43 C. 33 D. 11
2. Mayroong 23 na tinapay ang magkapatid na sina
MikMik at Mika. Sa sobrang gutom, nakain nila ang 17.
Ilan na lamang ang natira?
A. 210 B. 46 C. 40 D. 6
3. Si Rene ay mayroong alagang 85 na manok at ibinenta
niya ang 37. Ilan nalang ang natira?
A. 62 B. 55 C. 48 D. 43
4. May 76 na mansanas si Marta at ibinigay niya ang 29.
Ilan na lang ang natitirang mansanas?
A. 49 B. 47 C. 46 D. 45
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5. Mayroong kang 25 na piraso ng papel at ibinigay mo
ang 17 sa iyong mga kamag-aral. Ilan pa ang natitirang
papel mo?
A. 12 B. 10 C. 8 D. 6
6. May 55 na alagang manok si Gema ngunit nawala ang
18. Ilan nalang ang natira?
A. 43 B. 37 C. 32 D.29
7. Mayroon kang 565 na piso at ibinili mo ng laruan ang
375. Ilan na lang ang natitirang pera mo?
A. 280 B. 230 C. 190 D. 160
8. Si Jona ay may 162 na piraso ng papel at binigay niya
ang 118. Ilang piraso na lang ang natira kay Jona?
A. 48 B. 46 C. 44 D. 42
9. Si Alan ay nag-ani ng 358 sako ng mais at ibinenta niya
ang 285 na sako. Ilang sakong palay pa ang natira?
A. 80 B. 79 C.73 D. 70
10. Binigyan si Kenneth ng kanyang Tatay ng 500 piso.
Bumili siya ng sapatos na nagkakahalaga ng 250.
Magkano na lang ang natira sa kanya?
A. 300 B. 250 C. 150 D. 100
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11. Si Mang Mando ay nakaani ng 25 pirasong santol
noong Lunes at 58 noong Biyernes. Ilan lahat ang naani
niya?
A. 713 B. 173 C. 83 D. 73
12. Ang dilaw na lobo ay 35 samantalang 58 naman ang
kulay asul. Ilan lahat ang mga lobo?
A. 98 B. 93 C. 89 D. 75
13. Ang tinderang si Nena ay nakabenta ng 28 na ice
buko at 35 na ice candy. Ilan lahat ang kanyang
nabenta?
A. 85 B. 78 C. 63 D. 59
14. May 15 na alagang manok si Elyas at 17 na aso, ilan
lahat ang alagang hayop ni Elyas?
A. 33 B. 32 C. 31 D.30
15. Bumili ng 18 na lobo at 18 na rosas si Sheena para sa
kaarawan ng kanyang anak. Ilan lahat ang nabili niya?
A. 40 B. 36 C. 32 D. 26
16. Si Elsa ay nakagawa ng 38 pirasong pandesal at si
Ana ay nakagawa ng 57. Ilan lahat ang nagawang
pandesal?
A. 95 B. 89 C. 82 D. 78
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17. Si Manong Ben ay nakabingwit ng 27 na pusit at at
nakakuha ng 55 na hipon. Ilan lahat ang nabingwit niya?
A. 82 B. 60 C. 58 D. 33
18. Si Binibining Tina ay mayroong kahon na naglalaman
ng 65 na libro at 129 na kwaderno. Ilan lahat ang laman
ng kahon?
A. 1913 B. 1814 C. 284 D. 194
19. Kung may 122 na gumamela sa hardin at 129 na
rosas, Ilan lahat ang kabuuang bilang ng mga bulaklak?
A.254 B. 253. C. 252 D. 251
20. Si Basteng ay pupunta sa field trip bukas. Binigyan
siya ng kaniyang ama ng 175 piso. Dinagdagan naman
ito ng kaniyang ina ng 285 piso. Magkano na ang
kabuuang baon niya?
A. 670 B. 550 C. 460 D. 330
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Appendix
Post-test Assessment Completed by the Control Group Respondents
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Appendix
Post-test Assessment Completed by the Experimental Group Respondents
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Appendix
Table of Specification
Indicators No. of Days Percentage No. of Placement
Items s
1. Visualizing, 2 25% 5 1-5
representing, and
adding two-digit
numbers with sums up
to 1000 without and
with regrouping.
2. Visualizing, 2 25% 4 6-9
representing, and
subtracting 2- to 3-digit
numbers with minuends
up to 999 without and
with regrouping.
3. Solving routine 1 12.5% 3 10-12
problems involving the
subtraction of whole
numbers.
4. Solving multi-step 2 25% 5 13-17
routine and non-routine
problems involving
addition and subtraction
of 2- to 3-digit numbers
including money.
5. Mentally subtract 3- 1 12.5% 3 18-20
digit numbers by tens
and by hundreds
with and without
regrouping.
TOTAL 8 100 20 20
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Appendix
Validation Form and Suggestions made by the Validators
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