The study was a quasi -experimental research conducted to investigate the effect of game-based design activities on students' achievement scores in Algebra. The participants of the study were the two sections of the junior high school students at Misamis Oriental General Comprehensive High School ,Cagayan de Oro City, Philippines. One section was assigned as control group who was exposed to traditional approach with usual motivation and varied activities given to them such as board works , seat works, assignments and weekly quiz while the other one was experimental group which was exposed to game activities locally called as "A Line For Win" and "Slide A Picture".
OYUN TABANLI TASARIM MATEMATİK ETKİNLİKLERİ VEÖĞRENCİLERİN ÖĞRENME KAZANÇLARI ÖZ Çalışmada oyun tabanlı tasarım faaliyetleri etkisini araştırmak için deneysel araştırma yapılmıştır. Katılımcılar Misamis Oriental genel kapsamlı lise, Philippines Cagayan şehri ortaokul öğrencileri olmak üzere iki bölümden oluşmaktadır. Çalışmanın bir bölümünde her zamanki motivasyon ile geleneksel yaklaşımlar ortaya çıkmıştır. Elde edilen veriler test yoluyla elde edilmiştir. İşlemden önce ön-test ve başarı testi uygulanmıştır. Ortalama, standart sapma ve kovaryans analizi verileri çözümlemek için kullanılmıştır. Ön test ve son testler oyun tabanlı faaliyetleri belirlemek için ölçüt olarak görev yapmıştır. Verilerde öğrencilerin başarı puanları önemli farklılıklar göstermiştir. Anahtar kelimeler: Matematik tabanlı oyun tasarım faaliyetleri, başarı, cebir
Students' productive struggle in mathematics is described as the rigorous learning which can effectively promote grit and creative problem solving. This study aimed to determine and communicate students' perceptions on the struggle they experienced in their Calculus class, how this affects their learning and what mathematical tasks teachers need to develop to enhance students' level of achievement and creativity in Calculus. Survey questionnaires were handed to both engineering and mathematics education students and an experimental study was conducted during the first semester of school year 2016-17. In the analysis, students noted that they struggle because they need it for the program they are enrolled while others showed deeper understanding on how they can be productive after the effortful learning experiences. Further, the result of the experimental study showed that the problem-based Hawaii Algebra Learning Project (HALP) model problem solving and the pre-withinpost solution problem-posing activities revealed a positive effect on students' achievement and enhanced the level of students' mathematical creativity in terms of fluency, flexibility, and originality of their solutions in the Multiple Solutions Tasks (MST) test. Future researchers may consider utilizing these methods and exploring other strategies which could highly impact students' achievement level and creative ability in mathematics.
The study determined which distance teaching-learning mode of instruction during COVID-19 pandemic period is best appreciated and preferred by mathematics education students. It utilized a qualitative method of research which does not use standard instruments. It used the actual mode of instruction the respondents received from their teachers which they have listed and from among the list, they chose one as the best. It utilized BSED mathematics major students for school year 2020-2021 and 2021-2022, taking mathematics subjects of the University of Science and Technology of the Philippines, Cagayan de Oro City campus. Frequency, percentages and qualitative analysis of the data from respondents’ feedback on the mode of online instruction they experienced and the results revealed that the distance teaching-learning mode using Work text with whiteboard in Google meet for discussion and recording of classroom discourse was chosen the best mode of instruction. The researchers recommend that teachers in distance teaching-learning process may use the mode which uses Work text, whiteboard for discussion with recording of the whole classroom discourse episodes.
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