Ryan V. Dio (Ph.D.)
Sorsogon State College, Sorsogon City, Philippines
dio.ryan11@gmail.com
Date Received: November 11, 2015; Date Revised: December13, 2015
Asia Pacific Journal of Multidisciplinary Research
Vol. 3 No.5, 110-119
December 2015 Part I
P-ISSN 2350-7756
E-ISSN 2350-8442
Game Development as Students’ Engagement Project in High School Mathematics 672 KB 1 downloads
Ryan V. Dio (Ph.D.) Sorsogon State College, Sorsogon City, Philippines dio.ryan11@gmail.com Date...
The general expectancies of the enhanced basic education curriculum in the Philippines focuses on the performance standards which can be expressed when students are able to produce products as evidence that they can transfer or use their learning in real-life situations. One way to assess students achievement is through an engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of their learning. This descriptive method of research employed content analysis procedures and survey in describing and assessing the significant feature of the mathematical games as potential learning devices developed by the high school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The study revealed that the high school students developed mathematical board games with different objectives and mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated in the game through question card and mechanics of the game itself. The groups of students and teachers have high level of agreement as to the workmanship and usability, mechanics and organization, relevance to instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching strategy to produce products and performance that would provide evidence of students’ learning. The school curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and classroom utilization.
Keywords: Mathematics, Game, Development, Students’ engagement project, high school, Descriptive, Sorsogon