Saturday, December 6, 2008

The 2nd placer : write ups- Regional Sci math Competition 2007

“INTRANUMERIC BATTLE: THE SECOND INNOVATION”

A Research Paper

Submitted to

Ms. Maria Almonte, Sociology Professor

Ateneo de Naga University

Naga City

In Partial Fulfillment

Of the Requirements for the Degree of

Bachelor of Arts in Development Communication

MARLON S. PONTILLAS

-Researcher-

October 2008

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

ACKNOWLEDGMENTS

The researcher wish to express his sincerest thanks and deepest appreciation to the following persons who directly and indirectly involved for the realization of this project.

First and above all, to the infinite source of wisdom, the provider of strength and giver of life for his endless guidance and continued shower of blessing;

Special acknowledgment is extended to his beloved parents, for the researcher cannot over emphasize the vital roles played by his parents, for their unending love, care, moral and financial support, making them his lucky inspiration in the fulfillment of this research project;

MS. MARIA ALMONTE, his Professor, whose untiring patience and dedication in providing the class with important guidance and suggestions, inspired the writer to be enthusiastic in the accomplishment of this work;

NNHS MATH TEACHERS, Math faculty staffs, for letting me

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

to utilize their classroom to conduct the research project;

MS. MARIA ADVINCULA, my coach in Regional Sci-math fair (High school), for her technical suggestions and valuable support in my research project specially the revisions and improvement.

CLASSMATES (CD11), friends and fellow students who are in either way helped the researcher in the realization of this research;

To those were not mentioned but been a part of this research project.

To all of you………………………………Salamat Po!!!!!

The Researcher

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Chapter 1

THE PROBLEM

Introduction

The world is continuing its revolution, reaching the future and creating new dimensions of machines and inventing new things and making new ideas for the innovations through the new generation. Scientists, mathematicians, and inventors including then professionals keep on inventing new things to contribute in connection to the improvement of one’s homeland. In the process of their good work habits and proper planning, it is easy to promote good work and inventions, especially on application of mathematics. Mathematics is the study of measurement, properties, and relationships of quantities and sets using numbers and symbols. It is actually the knowledge that tackles on numbers and symbols. It could be a necessity that people around the globe must acquire.

Mathematics is the foundation of every bridge, towers, buildings,

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

the heart and calculation of every computer, the engine of every jeepney, truck, train, airplane, and ships. Mathematics is life and living. Almost every technology we have, everything we do, requires the mathematical concepts to function better and efficiently.

Reaching the future’s advancement, affecting the education of the students toward mathematics, generally, it was observed that student’s tend to hate and discard mathematics due to it’s complicated concepts such as solving and critical thinking. Through experience, the researcher decided to open and replayed the game again entitled “Intranumeric Battle” which is the official game entry of the Division of Camarines Sur last 2007 Regional Sci-math Competition and was awarded as 3rd placer among the 14 other contingents throughout the Bicol Region.

The researcher conducted the game in the same school (Nabua National High School) to test the validity and grouped the experimental and controlled group. The game was designed with “do’s” and “don’ts” to utilize clarity and further understanding of the game.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Conceptual Framework

This study conceptualized the construction of the game board entitled “Intranumeric Battle: the second invasion”. It serves as guide to the researcher pertaining to the data, ideas, and processes involved from the beginning up to the end of the study. Figure 1 shows the conceptual diagram of the study.

The input consists of the low proficiency of students on mathematics, paucity of student’s ideas learned after the lessons are tackled, and the teacher’s difficulty on inducing the concepts to students.

The throughput is the replaying the game to the students and teachers (new set of students), correct facilitation of the game to the students, and acquainting the game to the teachers as a teacher’s evaluator and/or enrichment device.

The output consists of the application of the student’s learning required activities, high student’s comprehension and proficiency of mathematical concepts, and the correct assessment of teachers on a student’s failure to grasp the lesson.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

FIGURE 1

CONCEPTUAL PARADIGM

INPUT THROUGHPUT OUTPUT

1. Low proficiency of students’.

2. Paucity of student’s ideas after the lessons are tackled

3. The teacher’s difficulty on inducing the concepts to students.

1. The replaying the game to the students and teachers (new set of students).

2. Correct facilitation of the game to the students.

3. Acquainting the game to the teachers as a teacher’s evaluator and/or enrichment device.

1. Application of the student’s learning required activities.

2. High student’s comprehension and proficiency of mathematical concepts.

3. The correct assessment of teachers on a student’s failure to grasp the lesson.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Statement of the Problem

The game aimed to innovate/improve the mathematical skills of the students. Specifically, this game sought to answer the following questions:

1. What are the features of the game?

2. What are the designs of the game?

3. How the game could be fabricated?

4. What is the perception of the students in terms of:

a. Effectiveness

b. Economy

c. Functionality

Assumption of the Study

This study was guided by the following assumptions:

1. Intranumeric Battle would again aid student’s difficulty in

Mathematics and increase their mastery level every after

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Mathematics’ lesson.

3. Intranumeric battle would now torture minds of students

causing a jargon that may lead to slow understanding of

Mathematical concepts.

Scope and Limitation

This study was conducted on October 2008 at Nabua National High School, Nabua, Camarines Sur. This study focuses primarily on Elementary Algebra. The questions were taken from the areas of elementary algebra that determines the questions in the card and likewise to the questions that the students must answer after the game is being played. Literatures were limited only to as far as the topic “board games” and “recreational mathematics” is concerned.

Significance of the Study

The researcher is concerned to establish a game to increase knowledge in Mathematics and will be beneficial to the following:

Students. This will aid enjoyment and excitement on every

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

lesson through the help of the game. This will certainly help every student be familiarized with their lessons in Algebra. Through this game, students will have the chance to learn something at the same time having fun. This is also one way for them to enhance their thinking abilities and sharpen their mind.

Faculty. This will be a good strategy or technique to encourage students in learning a specific topic that will arise student’s ability and their knowledge to uplift their mathematical skills. It will also ease their burden of setting an effective learning atmosphere for students.

Future Researchers. The researcher, for effective game will encourage researchers to conduct further more studies in the future generations for some innovations.

OBJECTIVES

The researcher categorized the objectives of the game as general and specific to boostly understand its aim.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

General Objective

To test if the game is still an efficient mastery tool for students

as an evaluation of their learnings in every mathematics lesson.

Specific Objectives

1. To develop the “Intranumeric Battle game” in which students can enjoy at the same time, learn and enhance their analytical abilities.

2. To provide a competency-based game that could assess students in studying every lesson and chapter.

3. To upgrade student’s knowledge in facing Mathematical problems for students.

Definition of Terms:

To provide common viewpoint and forestall misinterpretation, the following terms are defined conceptually and operationally.

Algebra. A branch of mathematics in which symbols, usually

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

letters of the alphabet, are used to represent unknown numbers and in doing so generalize arithmetic. (Sonison,1917)

Arbiter. The one that serve as the umpire of the game and the one who will judge if what rank is the highest and the one who will read the question, hint, problem, and the time allotted to the player who was challenged.

Battle Zone. The area wherein the two players are competing each other and is indicated by 20 square tiles vertically and it is painted with blue to be determined easily.

Deck Holder. The card placer/container. It is categorized by the four areas of mathematics and was placed on the both sides of the game board.

Fabrication. The means to create something to be constructed or manufactured. (Parker, 1980)

Final Answer. The correct answer indicated on the card that was based on the problem. This will indicate if the player will be reduce or increase.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Learning Card. The card given to the players before the game starts. It is composed of 46 cards and will be given equally to the players and is also where the questions, answers, solution, time allotted, and life points are indicated.

Life point. A score player acquires and accumulates.

Magic Slate. The player’s scratch area when he/she is solving a particular problem to decrease the economic demand of paper and pen.

Mathematical Game. The recreational game that is usually based on mathematical concepts. This also share topics with recreational mathematics and discusses the mathematics of games. (Pilant, 2000)

Plates. Primarily composed of 16 pieces per player. It serves as the player’s soldier. It is where the geometric figures are placed and ranked according on its sides. The greater the side, the higher the rank.

Problem. The question asked that is indicated in the card. It is based upon the area of mathematics which will be played by the players.

Quarter’s Territory. The player’s own area. It is where his/her

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

plates are placed and it is indicated by 16 square tiles painted by green

horizontally.

Royal game of Ur. The controversial game formulated by the Sumerians.

Solution. The step by step process to arrive to the final answer. It is indicated on the card to determine if the player is correct or not.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Review of Related Studies

To give the researcher a wider perspective of the study, the review of related study was conducted. The researcher gathered some information by reviewing the past study entitled “Intranumeric Battle”.

INTRANUMERIC BATTLE

A research study entitled “Intranumeric Battle” was done by the Fourth year- Science Oriented Curriculum proponents: Marlon S. Pontillas, Venice Margarette B. Juanillas, and Mary Ann L. Jumarang last September 2007 as an official entry for the Regional Sci-math Competition (Math Game Category) held at Rawis, Legazpi City who represents the Division of Camarines Sur.

On their study, unrestricted random sampling was chosen to test the acceptability of the game. One hundred (100) students were instructed to play the game. The proponents used a questionnaire as instrument: (1) descriptive questionnaire (2) Pre & Post test questionnaire. Statistical treatment were used to determine the effectivity

and functionality of the game.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Chapter 2

METHODOLOGY

To buster the objectives of the game, research method, preparation of proposed and technical management are the focus of discussion in this chapter. This aspect took part in the development of utility model and assumption of the study.

Research Method

The researcher used creative development and testing methods of research to come up with the proposed model. Functional tests, observations were undertaken. The construction was guided by different steps identified in the technical procedure.

Creative Method. According to Aquino (1991), creative research is the reflective thinking values of aesthetic values. It may originate from the sense of need for life and experiences beyond ordinary and personal or group satisfaction. It employs the explicit and stylistic

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

approach in analysis of human experiences. The fundamental factor of development is creativity. The creative imagination is the ability to present new patterns, use new objectives and invent new design and configuration.

Testing Method. The researcher needs this method to evaluate how functional the game is and also to improve the game in terms of performance and construction.

Technical Procedures

The development of this game employs different stages or steps.

Step 1. Planning/Designing. The researcher presented the discussion on how visible working and drawing would be completed. The previous proponents planned and designed the different parts of the device using structure analysis and establishing at least two or more parameters. The design interior must be functional and applicable, while materials to be used must be durable and safe.

Step 2. Preparations. At this stage, the previous proponents

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

prepared the materials, tools, and equipment to be used in the construction of the game. The tools and equipment used are as follows.

1. Plywood that is used in the construction of the board to be used

in the game.

2. Pencil used for the preliminary construction of the squares in the

board.

3. Cutter used for cutting the set of questions and the cards that is

needed in the game.

4. Paint was used in making the board game more beautiful and

attractive.

5. Varnish was used in decorating the sides of the board game.

6. Paint brush is a tool used in painting with the use of the paint/

varnish.

7. Hook and Eye is used to serve as the lock of the game board. It’s

purpose is to establish safety inside the components inside the

game board.

8. Handle is used to carry the game board easily and it makes the

game board handy.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

9. Tape is used to cover the sides that was used while painting the game

board to utilize cleanliness and neatness of the game board.

Step 3. CONSTRUCTING THE BOARD:

1. Cut the plywood to have a T-shape structure having a dimension as

indicated in the figure.

47 cm

21 cm

14 cm15 cm

2. Cut another plywood having the same structure and dimension. Then

cut another wood measuring 3 cm. Nail this to the T-shaped plywood.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

This would become the height of the game board.

3. After making 2 separate T-shaped wood, connect the hinge to the

base as the “T”.

4. Then, paint the board. Put tape before painting the board to make the l

lines straight and the squares much more like a square.

RULES OF THE GAME:

1. The card will direct how much time is allotted for every question, based

on the difficulty level of the question. If the arbiter says “stop”, automati-

cally, the player should stop solving and he/she must state now his/her

answer.

2. The first uttered word of the player would be considered as his/her final

answer. If question answered incorrectly, it will be immediately be sent

to a graveyard, and it can no longer be used in the battle.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

MECHANICS:

REQUIREMENTS TO PLAY:

1. Game board

2. Learning cards

3. Plates

4. Arbiter

HOW TO PLAY:

1. Before the game starts, the arbiter will explain how the game is

played and will distribute the learning cards equally.

2. Both players will have a starting life point of 50. The players could

arrange their plates in their desired arrangement; but making sure

that the opponent doesn’t see them.

RANK 1 Decagon 2 Plates

RANK 2 Nonagon 2 Plates

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

RANK 3 Octagon 2 Plates

RANK 4 Heptagon 2 Plates

RANK 5 Hexagon 2 Plates

RANK 6 Pentagon 2 Plates

RANK 7 Square 2 Plates

RANK 8 Triangle 2 Plates

3. To start, the players would toss coin to determine who will move first.

4. A player’s place is called “quarter’s territory”. He/She must defend this

quarter from being invaded by his/her opponent.

5. A player can only move vertically but he/she can also move horizon-

tally when he/she is challenging his/her opponent’s plate. He/she can

move backward if he/she is still on his/her quarter’s territory but never in

the battle zone.

6. There are two objectives in the game: the primary objective is to invade

the opponent’s quarter to gain dominance traversing the battle zone,

the secondary objective is to turn his/her opponent’s life point into zero

by answering correctly as many questions as possible.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

7. Once the player’s plate is already in the battle zone, he/she can never

turn back.

8. To attack, the player should put his/her plate above the opponent’s

plate. The arbiter will see who holds the higher rank. The one who holds

the higher ranking plate will question the player and the arbiter will say

“You got the slot!”

9. The one who will loose must automatically remove his/her plate by the

arbiter.

10. The game ends when a player had already landed on his/her oppo-

nent’s quarter, therefore, invade it. But if by chance, a player’s life

point is turned zero, the player with the higher life point will be

declared as the winner.

Determining the sample size

Population: (1st year students)

Nabua National high School- 746

(Both in SOC and BEC)

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Where: Ss= N X Percentage Rate

N= Total number of population

Formula:

Ss= N X Percentage Rate

Computation:

Ss= 746 X 0.3% = 746 X 0.03 Ss= 22.38 (20 students)

Sampling Design and Techniques

Unrestricted random sampling was chosen to test the acceptability of the “Intranumeric Battle: The second innovation”. Through lottery, twenty students (20) were drawn from a total population to be the respondents of the study. The twenty (20) students were instructed to play the game but they have undergone first a pre-test then, after they played the game, a post-test. Descriptive questionnaire were also given after the conduct of the game.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Research Instrument

In order to obtain a sufficient data regarding the acceptability of the game, the researcher used a questionnaire as instrument. The first one is the descriptive questionnaire which was given to the respondents so they can rate the game according to its effectiveness, characteristics, and quality after they have tried playing it. And the second one is the Pre-test and Post-test questionnaire which was be given to the respondents before and after they played the game to measure if the game is really an enhancing tool for the student’s mastery in terms of mathematics.

Validity of the Instruments

To establish the functionality of the instrument, the proponent conducted a dry run to the (5) randomly chosen first year students. These students constituted the try out samples.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Data Gathering Method

The researcher conducted the actual test through administering questionnaire to the first year student to measure the functionality of the game. This was held on the month of October 2008 with the approval from the office of the Principal or School Head (see the appendix).

x= Σx/N where: x – mean

Σx- sum of equivalent of store

N- Population

T-TEST

t= __________ΣD___________ where: D- difference from the mean

NΣD²-(ΣD) ²__ N-total population

N-1 D²- squared difference from the

mean

Step 4. Testing the Game. The researcher conducted testing to prove that

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

the materials were effective, economical, durable, and most of all learning will be oriented at their mind. Therefore, the researcher chose the materials that passed the standard of quality, because it was commercially sold to the market, it assures that this pass to the quality standard.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Chapter 3

RESULT AND DISCUSSION

To prove the degree of acceptability of the game, the researcher tested this to twenty (20) first year students from Nabua National high School. The researcher got the mean of each of the students and conducted a test (pre-test and post-test) to test if the game is liable in persuading mathematical abilities to the students.

A. GETTING THE MEAN OF THE RESPONDENTS

Table 1: Mean of the rating of twenty (20) first year students who played the Intranumeric Battle: The Second innovation in SOC and BEC students.

SCIENCE ORIENTED CURRICULUM

Respondent no.

Rate

1

4.0

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

2

4.0

3

4.0

4

3.75

5

4.25

6

3.625

7

4.375

8

4.25

9

4.25

10

4.25

Total:

40.75

Mean:

4.075

Basic Education Curriculum

Respondent No.

Rate

11

4.25

12

4.25

13

3.75

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

14

4.25

15

3.875

16

4.0

17

4.625

18

4.5

19

4.25

20

4.375

Mean:

42.125

Total:

4.2125

The individual rating of the respondents was tabulated by the researcher to determine the degree of acceptability of the game.

Based from the percentage of the total mean of the responses of all first year respondents, the researcher found out that there were 80% of the students extremely accepted the game, 20% gave a remark of favorably accepted, and no one found it as reasonably accepted and not functional.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Table 2: The number in every section was summed up and got its total mean. According to its results, it shows that the game is extremely accepted by the first year students.

Class Status

No. of

Respondents

Mean

Interpretation

Science Oriented Curriculum

10

4.075

Extremely Acceptable

Basic Education Curriculum

10

4.2125

Extremely Acceptable

Final Mean:

20

4.14375

Extremely Acceptable

Table 3: The rating and percentage range of the respondents.

Rating

Description

Interpretation

4.0-5.0

Extremely Accepted

90%-100% prove that this game is effective to use.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

2.0-3.99

Favorably Accepted

80%-89% prove that this game is effective to use.

1.0-2.99

Reasonably Accepted

70%-79% prove that this game is effective to use.

0-0.99

Not Accepted

69% below prove that this TEme is effective to use

B. TESTING THE EFFECTIVITY OF THE GAME

Table 3: Comparison of the Pre-test and Post-test conducted by the researcher to determine if there is a significance difference by the performance level of the students.

No. of Students

Pre-test

Post-Test

D

1

5

8

3

9

2

6

9

3

9

3

7

10

3

9

4

4

7

3

9

5

5

9

4

16

6

9

10

1

1

7

8

10

2

4

8

6

9

3

9

9

4

7

3

9

10

5

7

2

4

11

2

7

5

25

12

5

9

4

16

13

4

8

4

16

14

6

10

4

16

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

No. of Students

Pre-test

Post-Test

D

15

3

6

3

9

16

7

9

2

4

17

8

10

2

4

18

4

7

3

9

19

2

6

4

16

20

5

8

3

9

Σx1=105 Σx3=166 ΣD=61 ΣD²=3721

COMPUTATIONS:

t= __________ΣD__________ Degree of Freedom (N-1) =19

NΣD²-(ΣD) ²_________ Computed t-value = 4.36

N-1 Critical t at (0.05) (DF=19) =2.093

= _______61_____________ Decision: Significant

20 (3721) – (61)²_____

19

= _______61_____________

13.994

= 4.36

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

FINDINGS 1: The computed t-value (4.36) is higher than the tabular value

which is 2.093

FINDINGS 2: There is a significant difference in the performance in pre-test

And post-test. Therefore, the game enhances students’

Mathematical abilities and effective aid conceptualizing

Mathematical problems.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Chapter 4

SUMMARY, CONCLUSION, AND RECOMMENDATION

This chapter presents the summary, conclusion, and recommendations derive through experimentation and carefully study conducted by the researcher.

Summary

This game was primarily aimed to design, fabricate, and improve the learning capacity of the students towards their negative perceptions about Mathematics. The game was concentrated to uplift, to create a learning aid or a dimension wherein the students will tend to accept Mathematics as a great vital role in the society and widely needed in the application of this modern era. Specially, the research project sought to answer the following questions;

1. What are the features of the game?

2. What are the designs of the game?

3. How the game could be fabricated?

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

5. What is the perception of the students in terms of:

a. Effectiveness

b. Economy

c. Functionality

Findings

1. The features of the game were the following: (a) Magic slate is added to be economical to use instead of using pen and papers, (b) Magic Slate is use in terms of scoring and life points’ indicator. (c) Playing cards are recycled and turn to be the learning cards to test the knowledge of the players.

2. The Game Board is designed like letter “I” to develop the unknown game made by the Sumerian.

3. Technical ability is used by the researcher by using highly recommended and durable materials to fabricate a good and interesting game to the players.

4. In terms of effectiveness, in an experimental set-up, the students got a high score compared in the controlled set-up. It was being proved that it is a good learner device showing the significant difference

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

in pre and post test results of the students. In terms of economy, the total cost of the game board is approximately P500.00, with that low amount, the student learns and enjoyment is filled in their part. And lastly, the functionality of the game. It shows the game is functional because of the positive because of the positive results and discussion shown in the previous chapter.

Conclusion

Based from the foregoing design, the conclusions were made.

1. As testified by 8 out of 10 students, it really shows that the game is an excellent mastery tool for students to master every lesson in mathematics.

2. The game had then met its objective to test if the game still

an efficient mastery tool for students as an evaluation of their learnings in every mathematics lesson.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

3. The game is still a way of nurturing and widening student’s skills and still an approachable way to encourage students to participate and excel in every lesson in mathematics.

Recommendation

1. The game is recommended to teachers to use as aid for students to master every lesson and to students for better recuperation.

2. The game board may use metal casing and fiber glass to make it more presentable and attractive, though it is a little bit costly/

3. The game can be introduced to the Philippine Schools and be coordinated with the Department of Education for reproduction and improvement such as, the game board be improved and develop/modify more learning cards for maximum use among player-learner.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Extension

1. Aside from the fact that the game could upgrade student’s mind and master every lesson in mathematics,.

2. It can be used for recreational purposes or to wisely spend leisure time.

3. The game would be also effective aid to the persons who already graduated in their respective degrees and already forgot the mathematical equations and other mathematical concepts.

4. This game could be innovated for use in academic competitions not just for local fair but also for international competitions. It can be an alternative material for different quiz bee’s and the like.

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

BIBLIOGRAPHY

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

BIBLIOGRAPHY

INTERNET SOURCES

Http://www.reference.com/search?q=mathematics

See also : Algebra

· Arithmetic

· Bodean Algebra

· Calculus

· Fractus

· Game theory

Http://www.reference.com/browse/crystal/12934

Http://en.wikipedia.org/board-games

See also: http://www.gamesmuseum.unwater/o-ca/archives

Peccione/index.html

· The Royal game of Ur

· Royal game of Ur pages

· Ancient Mesopotamia

· Game cabiner-Ur and Senet

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Appendix A

PERMIT TO CONDUCT TEST

MRS. ANECITA OLIVA

I-SOC1 and I- Sampaguita

Mathematics Teacher

NNHS

Dear Madam;

Greetings!

The undersigned researcher of Ateneo de Naga University, Class CD11, Bachelor of Arts in Development Communication student are presently working on his research paper entitled “Intranumeric Battle: the Second Innovation” to be submitted on October 7, 2008 as the Research 2 and 4 in Sociology class.

In this connection, may I seek your kind permission to allow us to conduct the research paper in your 2 classes to test the validity of the research project.

Hope that you will allow my request.

Thank you very much.

Respectfully yours,

(Sgd.) MARLON S. PONTILLAS

(Researcher)

Noted by:

(Sgd.) Ms. Maria Almonte

(Professor)

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Appendix B

SCORING SHEET

(FORMAT)

PLAYER 1

PLAYER 2

5O

5O

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Appendix C

Descriptive Questionnaire

Student no. __________________

Class status: ____ Science Oriented Curriculum

____ Basic Education Curriculum

Instruction: Thank you for participating in the game! Please circle the rate that you want basing on the qualities on the game indicated below. Rate’s interpretation is indicated below.

5- Excellent 4- Very Good 3- Good 2- fair 1- Poor

1. Durability 5 4 3 2 1

2. Creativity 5 4 3 2 1

3. Effectiveness 5 4 3 2 1

4. Resourcefulness 5 4 3 2 1

5. Interesting 5 4 3 2 1

6. Educational 5 4 3 2 1

7. Functional 5 4 3 2 1

8. Enjoyable 5 4 3 2 1

Recommendation/Suggestions: ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

Appendix D

Pre-test/Post-test Questionnaire

Student no. __________________

Class status: ____ Science Oriented Curriculum

____ Basic Education Curriculum

1. If Lynn can type a page in p minutes, what piece of the page can she do in 5 minutes?

A. 5/p
B. p - 5
C. p + 5
D. p/5
E. 1- p + 5

2. If Sally can paint a house in 4 hours, and John can paint the same house in 6 hour, how long will it take for both of them to paint the house together?

A. 2 hours and 24 minutes
B. 3 hours and 12 minutes
C. 3 hours and 44 minutes
D. 4 hours and 10 minutes
E. 4 hours and 33 minutes

3. Employees of a discount appliance store receive an additional 20% off of the lowest price on an item. If an employee purchases a dishwasher during a 15% off sale, how much will he pay if the dishwasher originally cost $450?

A. $280.90
B. $287

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies


C. $292.50
D. $306
E. $333.89

4. The sales price of a car is $12,590, which is 20% off the original price. What is the original price?

A. $14,310.40
B. $14,990.90
C. $15,290.70
D. $15,737.50
E. $16,935.80

5. Solve the following equation for A : 2A/3 = 8 + 4A

A. -2.4
B. 2.4
C. 1.3
D. -1.3
E. 0

6. If Leah is 6 years older than her sister, Sue, and John is 5 years older than Leah, and the total of their ages is 41. Then how old is Sue?

A. 8
B. 10
C. 14
D. 19
E. 21

7. Alfred wants to invest $4,000 at 6% simple interest rate for 5 years. How much interest will he receive?

A. $240
B. $480
C. $720

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies


D. $960
E. $1,200

8. Jim is able to sell a hand-carved statue for $670 which was a 35% profit over his cost. How much did the statue originally cost him?

A. $496.30
B. $512.40
C. $555.40
D. $574.90
E. $588.20

9. The city council has decided to add a 0.3% tax on motel and hotel rooms. If a traveler spends the night in a motel room that costs $55 before taxes, how much will the city receive in taxes from him?

A. 10 cents
B. 11 cents
C. 15 cents
D. 17 cents
E. 21 cents

10. A student receives his grade report from a local community college, but the GPA is smudged. He took the following classes: a 2 hour credit art, a 3 hour credit history, a 4 hour credit science course, a 3 hour credit mathematics course, and a 1 hour science lab. He received a “B” in the art class, an “A” in the history class, a “C” in the science class, a “B” in the mathematics class, and an “A” in the science lab. What was his GPA if the letter grades are based on a 4 point scale? (A=4, B=3, C=2, D=1, F=0)

A. 2.7
B. 2.8
C. 3.0
D. 3.1
E. 3.2

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

APPENDICES

Republic of the Philippines

ATENEO DE NAGA UNIVERSITY

Naga City

College of Arts and Sciences

Department of Media Studies

ABSTRACT

INTRANUMERIC BATTLE: THE SECOND INNOVATION is the continuation of the Intranumeric Battle, a game board designed to equip Filipino’s knowledge due to the increasing negativity level of attitudes of students toward mathematics. The game was innovated from “The Royal Game of Ur”, an ancient game compete with two board games, dice, and pawns. However, it has no documented rules and many philosophers hypothesized it’s rules.

The title “Intranumeric Battle” exists from its name itself Intra (within), Numeric (Numbers), and battle (challenge and fight) plus the second innovation. Meaning, the game was opened and played by the freshmen students of Nabua National High School to test if it is still an effective game learner device to the students.

The game innovates unique and exciting features

No comments: