Research
Research
S/Y 2024-2025
NOVEMBER 2024
ACKNOWLEDGEMENT
The researchers would like to express their deepest appreciation and heartfelt
gratitude to the following persons who helped and supported the researchers through
Dr. Reynaldo Lopez, Secondary School Principal III for his support and
Mrs. Sherlina H. Dela Torre, Assistant School Principal, for her unselfish and
Eng. Antonio M. Coballes, for the advice, supervision, and assistance rendered
during the making of the device and for the unending support to the researchers.
Mr. John Jeric Sendico, for the unending support and assistance to the
Their Friends and Classmates, in 11 STEM Linnaeus, for their support, help,
Their Parents and Families, for giving the researchers the time, help, patience,
And above all, to Almighty God, the Holy Creator, the source of life, for the
unending blessings of time, strength of mind, wisdom to learn to finish this research.
The Researcher
ii
ABSTRACT
student’s skills, knowledge, and luck. This game is technology-based and inspired by
“Jumanji”, a fun board game with various conditions along the gameplay. It uses a
device or board that serves as the game platform with colored tiles symbolizing the
following: power-ups, debuffs, and mystery cards. The game utilizes a digital production
of equations and push buttons which are all connected to the Arduino Microcontroller.
The colored tiles have a corresponding question that the players are going to answer.
Once the questions are answered correctly or incorrectly, the conditions stated in the
mechanics shall apply. This game is not only a battle of brains but also a battle of luck.
With unlimited reproducibility of strategies, players will think of ways to win over other
players. Thus, Ju-Math-Ji, is also a battle of luck. You must be lucky enough to not get
debuffs or unlucky cards repeatedly but instead, get the as much as advantages to be
declared the winner. This game aims to boost students' engagement in mathematics
minds the idea that math is an exciting adventure. The following problems were
successfully answered throughout the study, (1) What is the level of effectiveness of the
iii
game in terms of the activeness in participating of the students? (2) What is the
academic performance of the students before and after the integration of Ju-Math-Ji
instructions? (3) Is there any significant difference between the performances of the
students before and after instructions? The computed T-test scores of the 30
respondents take the pre-and post-test assessment and the computed mean score of
the functionality of the device which got good remarks proves its effectiveness. Through
statistical tests, the researchers concluded that there is a significant difference between
the scores of selected 30 respondents in the conducted pre and post-test. Therefore,
the researchers concluded that the Ju-Math-Ji was very effective in improving the
fun. The integration was successful in obtaining objectives and effectively providing the
accurate purpose of the device, there is a recorded 29% performance growth of the
Key Words: Ju-Math-Ji, Pili National High School, Pawili, Pili, Camarines Sur, 2024
iii
TABLE OF CONTENTS
Preliminaries Page
Title Page i
Acknowledgement ii
Abstract iii
Table of Contents iv
List of Figures
List of Tables vi
CHAPTER
I THE PROBLEM
Introduction 1
iii
Significance of the Study 4
Definition of Terms 6
End Notes 7
Related Literature 8
Related Studies 13
Gap-to-be-bridge 17
Conceptual Framework 18
End Notes 20
III METHODOLOGY
Research Design 21
iii
Respondents 21
Data Gathering 21
Data Analysis
22
Problem 1 25
Problem 2 25
Problem 3 27
Summary 28
Game Concept
28
Game Mechanics
29
Game Rules
30
Findings 32
Conclusions 32
Recommendations 33
iv
List of Figures
23
24
List of Tables
26
29
30
31
32
iv
Table 4.4 Pre and Post-Test Results
34
35
BIBLIOGRAPHY
34
iv
vi
CHAPTER I
THE PROBLEM
INTRODUCTION
subjects in the school curriculum, which serves as a bridge and basis for all knowledge
and disciplines. Mathematics is a tool and the foundation of every country's economic,
regarded as difficult, not because of students' lack of ability or talent but because the
contributes to a lack of focus and engagement. They get bored, find it hard to pass
since they are not interested, and eventually come to detest it (Fleming, 2018). Many
people associate mathematics with being a tiresome and challenging subject to study
(Sedig, 2008).
It has been reported recently that Filipino students were among the lowest
2022 results, which were released on December 5, 2023. Based on the report, there
was no significant improvement in the latest results of the student's performance when
compared to the country's average scores in 2018. The report also mentioned that
the Philippines only performed better than the Dominican Republic, Guatemala, El
was said that Filipino students are ‘5 to 6 years behind’, which alarms the country's
2
Department of Education (DepEd) and other educational institutions to take action and
With this in mind, the researchers developed this game to somehow help
address the problem the country has been concerned with. The researchers observed
and recognized the urgent need for innovative and effective approaches to address the
interactive, fun, and enjoyable game in classroom settings in schools using their
researchers came up with this concept to make students more engaged in learning
enjoyable and interactive way of learning. Moreover, it fosters teamwork and problem-
solving skills among learners and introduces to their minds the idea that math is an
exciting adventure.
the foundation of the device to offer an interactive, fun, and engaging student-centered
questions:
a. Functionality
3
b. Game concept
c. Overall Acceptability
2) What are the academic performances of the students before and after
a. Traditional methods.
The research also determined whether the hypothesis suits the results of the
study.
Ho- There is no positive significant difference between the performances of the control
Ha- There is a positive significant difference between the performances of the control
Generally, this project entitled A Joyful Math Journey: The Effectiveness of Ju-
Math-Ji in Improving Grade 7 Students’ Algebra and Integer Skills aimed to develop an
students’ skills in Mathematics and offers a friendly activity that helps students increase
their motivation, enjoy and have fun. Specifically, this project sought to:
4
1. Assess the effectiveness and acceptability of the game Ju-Math-Ji as aid in
teaching mathematics.
2. Identify the performance level of the students before and after the application of
wherein simulated the creation of a game that integrates a fun, engaging, and
The competencies included in the developed math game focused on the learning
The respondents of this study were sixty (60) grade 7 students at Pili National
High School, school year 2024 – 2025, that were identified as students that needs
improvement following the results of the latest Albay Numeracy Assessment Tool
(ALNAT) 2024. The study was conducted during the second (2 nd) quarter of the school
year 2024 – 2025 for 1 week starting from November 11 to November 15 of the said
school year. The study focus on basic mathematics skills: basic linear algebra; and
ideas and at the same time preparation and buying of materials that were used in
5
The research is quantitative in nature with Pretest-Posttest Control Group
Design. The treatment introduced only to the experimental subjects, after which the two
groups will be measured on the dependent variable. However, the study will not use the
random sampling method which means that this will not cover or give an equal chance
for the entire population of students. Further, this will only associate with the sample
The researchers concluded that this study is deemed helpful, and significant, and
Students. The game will help them become engaged in mathematics, despite it being a
challenging subject. Because of the fun, enjoyable, and interactive math activities
offered by the game, students will be more interested and motivated to learn and
Pili National High School (PNHS) Administration, Faculties, and Staffs. They would
be prouder of their students and proud of themselves because of their utmost efforts
Curriculum Developer. The findings of this study may encourage the in-charge of the
curriculum in the field of education to assess the necessary steps and considerations to
6
Researchers. Conducting such research studies improves the student’s knowledge as
Future Researchers. This can be a reliable source as a reference for a similar study.
They may conduct similar studies to determine the contribution of developing innovative
and interactive game-based learning that integrates technology and robotics to enhance
students’ problem-solving skills and knowledge about mathematics and other subjects.
In this study, the terms used are conceptually and operationally defined as
follows:
Arduino. A device used to construct the game. A robotic device contains LCD, buzzers,
LCD. This stands for Liquid Crystal Display. LCD is a flat panel display technology. It is
the component where equations are illuminated. This would serve as the screen for
equations to be answered.
7
END NOTES
[1] Fleming, G. (2018, January 18). Why Math Seems More Difficult for Some
Students.
Re-trievedfrom: [Link]
students-1857216
[2] Sedig, K. (2008). From play to thoughtful learning: A design strategy to engage
8
CHAPTER II
This chapter proffers a review of related literature and studies after a thorough
search done by the researchers. In this study, the literature and studies address the
different ideas, knowledge, conclusions, and various developments related to the study
from the past to the present. This also contains the synthesis of the state-of-the-art, gap
RELATED LITERATURE
Rajagukguk (2019), One effective technique to help students develop their creative
medium. It is anticipated that this educational game would dispel math monotony and
math anxiety and speed up the process of learning Senior High School (SMA / MA)
that enhances students' creative thinking skills related to geometry and to characterize
games, and assessing the viability of utilizing them as a teaching tool for geometry (the
second year of the research target). Research and Development (R&D) using the
9
the research methodology. The activities involved the following stages: (1) information
gathering and analysis; (2) design and multimedia-based animation media creation and
validation; (3) development and media design improvement; (4) media testing and
implementation; and (5) evaluation and revision of media product and media design.
According to the results, students can increase their creative thinking abilities in
material resulted in an 85% advisability rate. It indicates that the educational process of
teaching and learning through the use of math adventure games was successful and
improved.
science and technological breakthroughs (Okeke et al., 2023). The present world’s
scientific and technological culture and practices grew out of mathematical knowledge
and skills, which are part of the school curriculum (Nzeadibe et al., 2019, 2020). The
study looked at how pupils perceived the use of mathematics by their teachers of the
descriptive survey design was utilized by the researchers, with a sample of 357
students selected using utilizing a random selection process among 3,324 senior
secondary two (SS 2) pupils. The study employed the Students' Ethnomathematics
Questionnaire (SEQ) as its tool. The among other things, the outcome showed that
10
ethnomathematics approach in the instruction of mathematics is to a little degree.
Among the recommendations that were made was that mathematics instruction and
for Mathematics was investigated in this study. Instructing in Indian schools, colleges,
and teacher preparation programs. Researchers provide a summary of using a math lab
to teach math effectively and talk about the many applications of math. This issue is
resolved in the math laboratory classroom by blending these settings. Laptop computers
meet networking and software needs, yet fewer pro levels contribute to the upkeep of a
the maths lab, with the assistance and company of both the advancement of the student
body can be significantly impacted by the substantial role that student instructors can
play while pupils studying mathematics. The primary goal of this study is to identify the
of mathematics covered in this study include the classroom, the significance of the
mathematics lab, and the utilization of the lab for qualified educators, covering
mathematics instruction from foundational to basic levels. The process used in the study
qualitative data.
11
Gamification for Teaching - Learning Mathematics in Students of Basic Education
Abrahante (2021) Poverty in rural locations is one of the numerous elements that affect
dropout rates, which are exacerbated by the perception among young adults and
school-age children that they must work to support their families financially. Another
contributing factor is the antiquated curriculum and the teachers' lack of use of
technology in the classroom. As a result, the class becomes monotonous and boring,
and the student only listens to his teacher, who then becomes the primary source of
knowledge. The student also does not participate in his school's training program, lacks
attractive learning environments, and lacks genuine motivation to learn and improve his
quality of life. This study suggests creating a scratch prototype for the gamification of
anticipated that this research will be put into practice, igniting students' interest in
studying mathematics at the most fundamental educational levels and fortifying their
Attitudes
According to Önder Karamert and Aslıhan Kuyumcu Vardar (2021), The purpose
of this study is to look into how gamification affects the academic performance and
12
methodology. The research design that is favored is the quasi-experimental design. An
attitude scale and an achievement exam were employed as data-gathering tools. The
study included 46 kids in the fifth grade as participants. In this study, the gamification
design paradigm that was used was the pyramidal design model. This model's
components were modified to fit the research participants' class level. The study's
variation in the attitude scale outcomes. Based on research findings, this report offers
Mathematics
mathematical learning for the pupils. In doing so, the study aimed to identify the
when categorized by age, sex, year level, and math subject. Furthermore, it aimed to
Familiarization. Testing is also done on the general relationship of integration when the
four sections are merged. The investigator produced the use of the block action
were randomly selected and proportionally stratified were surveyed by the researchers.
13
After using the appropriate statistical methods, it was discovered that GT was highly
was shown to be significantly correlated with age. These indicate that males aged 21 to
over 23 had more favorable opinions than females aged 18 to 20. The first, second,
third, and fourth GT areas all showed a notably different outcome every year for pupils.
College, Advanced and Abstract Algebra, Plane, Solid and Modern Geometry, and
Plane Trigonometry courses all showed substantial differences in these four areas. The
kids' performance in mathematics was found to have a positive association with all other
RELATED STUDIES
Digital Games and the Teaching and Learning of Mathematics: A Survey Study
The study conducted by Sergio Ruiz Loza, Linda Margarita Medina Herrera, José
Martín Molina Espinosa, and Gilberto Huesca Juárez. (2022) stated that the use of
video games for education has substantial theoretical and empirical backing. Even with
studies to back them up, digital games are not frequently utilized in math classes. The
dearth of existing research on the extent to which math teachers utilize digital games,
how they use games in the classroom, and what obstacles they face while utilizing
games is one major factor in this lack of acceptance. The Digital Game Usage in the
assess the survey's validity and reliability, pilot data were gathered. The pilot study's
14
findings are examined, and suggestions for additional research and survey instrument
The study conducted by Paulina Sánchez, Ligia Jácome, Cinthya Sancho, and
Richard Sánchez (2022) stated that This article presents research on the effects of
creating a video game for elementary school math classes. The game was primarily
created to reinforce existing knowledge and provide teachers with a fresh, interactive
teaching tool that would spark students' interest in learning. The three phases of the
methodology were as follows: first, exploratory research was conducted at the Gabriela
Mistral institution in San Pedro de Pelileo, Ecuador; second, an agile methodology was
used to develop the video game, incorporating an adaptive algorithm into its
architecture to help the children expand their knowledge through the game. In the end,
not the game improved their educational experience. The results showed that the
students' knowledge had increased by 27.78% when compared to their levels when
particularly in subjects such as mathematics. The Play Wheel Game Media is presented
15
as an innovative resource that aims to aid educators and captivate students' interest by
integrating practice questions along with fun singing and dancing cards. This approach
aims to make the learning experience both enjoyable and effective, with the ultimate
objective of strengthening students' grasp of the subject matter. This research project
centers on utilizing this medium during training sessions for students. This spin-rotating
wheel game medium has been gaining a lot of attention for its ability to enhance
learning, particularly in the realm of mathematics and fractions. This dynamic tool has
been praised for its capacity to keep students engaged and prevent dullness in math
activities. Its captivating nature is said to make learning enjoyable and discourage
laziness when completing exercises. The study concludes that the Spin Wheel Game
Media is highly valid, practical, and effective for teaching mathematics, specifically the
The study conducted by Mrs. Rekha Joshi and Dr Pratima Mishra (2022) stated
that the activities carried out in the classroom had a favorable impact on the children.
Pupils are happy even though they are having a few small problems. Positive changes
have a fun and engaging learning experience, Students learn and retain material better
and mentally engaged as they study. It aids in the pupils' skill development. than the
16
conventional method of instruction and enables students to take an active role in their
The study conducted by Helena Campos and Rute Moreira (2016) stated that
this article analyzes the potential of the game as an educational tool for the teaching
and learning of mathematics in Portuguese middle schools, where the majority of pupils
Calculando" (Moving and Calculating). The information that the students collected
throughout the games will be utilized to evaluate the various approaches taken to solve
the puzzle and pinpoint both its advantages and disadvantages. We begin with a
pleasure and information can be blended to create more effective and meaningful forms
of knowledge by combining our natural drive for pleasure with the various teaching and
undervalue the value of games as a teaching tool. The benefits that this teaching and
learning tool offers for specific mathematical processes, like problem-solving, will be
17
potential of novel teaching techniques in mathematics education. With its capacity to
subject. Kartika et al. (2019), for instance, showed how a math adventure instructional
game might enhance students' capacity for creative thought by increasing their
(2021) used gamification components to teach fractions, which resulted in notable gains
understanding.
emphasize basic math abilities. Nastalia (2022) demonstrated how well a spin-wheel
game can keep students engaged while teaching fractions by fusing education with
enjoyable and engaging participation. According to Joshi and Mishra (2022), activity-
incorporation of these resources. Mosimege and Egara (2023) investigated the use of
ethnomathematics in the classroom and found that, despite their potential to enhance
learning, culturally relevant resources are not often used. In the meanwhile, Lanuza
18
teamwork, and academic achievement when customized to each student's unique
profile. When taken as a whole, these studies support the wider use of digital media,
This study fills the gap of the previous studies reviewed by providing information
performance in Mathematics.
Although many studies have been done concerning the game-based learning
conducted to develop a game that will be beneficial to the students to test the effect of
project will deliver an innovative version of the previous study to further help the user,
19
CONCEPTUAL FRAMEWORK
process, and output, that is systematized into three chronological block diagrams.
Input covers the initial phases of carrying out the study. This includes the
planning for the data analysis along with the concept of the game, which acts as the
cornerstone and beginning point for the game creation. This section also entails the
preparation of the materials needed for the game. This section also covers the
20
administration of a 20-item pretest in our selected sixty (60) grade 7 students of Pili
Process refers to all the procedures conducted during the study, including the
usage of the game inside the classroom. This includes testing the game and data
gathering. Following the completion of the game along with the data gathering, to
Output includes the final and overall results of the game, as well as the results of
the tests and surveys concluded. These findings will determine the overall effectiveness
of the implementation of the study to the student’s learning and provide answers and
insights to the research questions as well as the hypotheses made by the researchers.
goal of the output. With this information, the researchers can further understand and
recognize the strengths and weaknesses of the study, and the constructed game, as
well as identify the improvements that will be recommended for future studies.
THEORETICAL FRAMEWORK
and integer skills of Grade 7 students, has been based on a broad theoretical
framework. This has been derived from several educational theories that describe how
students learn, interact, and remain motivated in an educational setting. Having a game
design with constructivism, which is supported by the theories of social learning, self-
determination theory (SDT), flow theory, and cognitive load theory, ensures that the
21
math learned has changed from being just something passively experienced in carrying
This theory holds that learning is a process that continues even as the learner
with the content; challenges are taken, and reflections on their own experiences. This
principle is very well explained by Ju-Math-Ji whereby, for instance, students can work
microcontroller. In this case, all the tiles in a game board represent a task requiring the
use of notions on algebra and integers immediately and thus continuously building
knowledge along their journey. The characteristics of the game - adaptability and
problem-solving abilities - are very well aligned with the constructivist approach, which
states that experiential learning and reflection have a positive effect on cognitive growth.
According to studies, educational games are the best environments for authentic,
problem-centered learning. Under such conditions, learners can deeply interact with
content and absorb new information into their previously constructed cognitive
structures.
the fact that people learn by observing other individuals' behaviors and strategies. They
22
model successful actions and then adapt them to other contexts. Ju-Math-Ji further
takes advantage of this by giving children the opportunity to play multiplayer modes; it
helps them cooperate to observe what the other would do in trying to solve their
problem so that they can learn it collectively. The collaborative environment, therefore,
encourages peer learning while at the same time supporting learners in the Zone of
Proximal Development, a term coined by Vygotsky that describes the situation wherein
a more knowledgeable peer helps and supports the learner such that the latter performs
much better afterward. When there are discussions on game strategies, some important
social skills involving communication, teamwork, and negotiation are acquired for use
Engagement
Intrinsic motivation factors are established on SDT which cites the three basic
autonomy in the game since they can decide on their paths and strategies that would be
Competency is a crucial component because the game gives students’ tasks that
become increasingly challenging; hence, they can master and gain confidence in math
skills. Instant feedback about their performance also raises their sense of competence
in order to keep trying harder. Another way Ju-Math-Ji supports the relatedness aspect
is through the multiplayer feature, which makes players feel part of a group. Social
23
interactions and cooperative play bring care to teaching where the student finds himself
absorption in which the individual is engaged in an activity that balances challenge and
way that keeps students in a state of flow throughout its gameplay. The game offers
learners’ sharp aims, immediate feedback, and neither too easy nor too hard problems,
and therefore, the learners are completely engaged and highly motivated. As student
progress through the levels, solving increasingly tough math problems, they experience
the emotional feeling of having accomplished something they were not sure they could
do, which improves their experience of learning. This immersion state not only raises
their level of achievement but also provokes an agreeable attitude in one's psyche
about mathematics which, often is challenging and unappealing for many students.
Cognitive Load Theory also serves as the basis for the design of Ju-Math-Ji
which focuses on the management of mental effort required for learning by breaking
down complex tasks into small, manageable pieces. That is exactly what Ju-Math-Ji
does to present math problems one at a time so that each student can focus on the
solution of one equation at a time before moving to the next. This will gradually step up
the complexity of problems but will still act as a scaffolding that supports them
incrementally in building skills and knowledge. Having reduced this cognitive overload to
24
ensure they do not feel overly burdened, Ju-Math-Ji allows the students for better
more comprehensive explanation of how the game supports learning. Its design and
objectives align with the well-established theories and turn mathematics from
traditionally passive and abstract into an interactive and socially enriched learning
experience for the students to build strengthened knowledge. This method enhances
academic achievement in students and fosters a more positive attitude toward learning
25
Figure 2: Theoretical paradigm
motivation theory, flow theory, and cognitive load theory. This paradigm's primary goal is
to improve student outcomes, and each theory concentrates on a distinct aspect of the
26
Active learning, in which students construct their understanding from prior
thinking and personal meaning through hands-on activities and contextual learning. By
emphasizing the value of observation, collaboration, and feedback, the Social Learning
Theory encourages teamwork and peer learning to build skills and confidence.
Flow Theory adds a psychological element while optimizing enjoyment and focus
by promoting immersion in learning activities that balance ability and challenge. Last but
not least, Cognitive Load Theory ensures that instructional design maximizes mental
effort by eliminating unnecessary distractions and breaking down challenging tasks into
digestible portions. Together, these ideas provide a thorough plan for improving student
END NOTES
[1] Owen, V. E., Roy, M. H., Thai, K. P., Burnett, V., Jacobs, D., Keylor, E., & Baker,
27
[2] Pawar, V. (2023, August 17). Embracing Interactive Learning: Enhancing
[Link]
todays-learners
[3] Hui, H. B., & Mahmud, M. S. (2023, March 28). Influence of game-based learning
review ([Link]
[4] Kai, S., Almeda, M. V., Baker, R. S., Heffernan, C., & Heffernan, N. (2018).
[5] Antipolo, J. (2021). Game-Based Learning: Learn Math While You Play with
[7] Das, K. (2019). Significant of mathematics laboratory activities for teaching and
[8] Denham, A. R., Harbour, K. E., & Wind, S. A. (2022). Digital games and the
[9] Sánchez Sánchez, Paulina, et al. "Interactive Software for the Learning of
28
Notes in Networks and Systems. Volume 379 LNNS, Pages 156-170. 1st Congress in
Sustainability, Energy and City, CSECity 2021. Ambato. 28 June 2021 through 29 June
2021, 2022.
[10] Joshi, M. R., & Mishra, P. (2022). A Study of The Effectiveness of Activity-Based
[11] Campos, H., & Moreira, R. (2016). Games as an educational resource in the
[12] Hidayat, R., & Ritonga, R. (2023). Development Of Mathematics Spin Wheel
Learning Media Flat Building Materials for Elementary Students. Pedagonal: Jurnal
[Link]
29
CHAPTER III
METHODOLOGY
respondents of the study, and the research instruments. The detailed discussion around
the methodology also includes the method of analysis, sources of data, data gathering,
and procedures.
RESEARCH DESIGN
depends on numbers and statistically evaluated data to determine how effective the
This research method used to analyze and describe the development of Ju-Math-
Ji game. This also aims to determine the effectiveness of the game in relation to
Then, after the implementation of the treatment, posttest will be given to determine the
30
Group Pretest Intervention Posttest
Experimental Y₁ X Y₂
Control Y₁ __ Y₂
Where:
Y₁ - Pre-test
Y₂ - Posttest
RESPONDENTS
teacher following the result of current Albay Numeracy Assessment Tool (ALNAT) last
June 2024. The sixty (60) selected students belong to the lowest score group, with label
High School were utilized by this research to assess the acceptability of the said game
The project’s materials were divided into two components: robotic; and
components., i2c converter module, LED, Servo motor, Arduino Mega, Pushbuttons and
31
pin caps, Breadboard, jumper wires, USB Cables, and LCD are used to build the wiring
was used by the inventors. These are the software that were used by the said
innovators. The Arduino IDE is a tool for writing code that allows a programmer to
choose an outcome they wish to achieve. Fritzing is an open-source project that aims to
create amateur software for designing electronic hardware. This program aided the
ROBOTIC COMPONENTS
In constructing the circuit and base of the device; i2c converter module, LED,
Servo motor Arduino Uno, Terminal board, USB Cables, LCD Connecting Wires
32
Figure 6: Terminal Board Figure 7: 20x4 LCD Figure8:Jumper wires
Figure 9: LEDs Figure 10: i2c Converter module Figure 11: USB
Cable
MECHANICAL COMPONENTS
For the construction of the game, foam board, nails, spray paint, hammer, glue
sticks, glue gun, hammer, saw, and plywood. For the case of the device, the
researchers used a foam board as the control box of the device wherein the
components will be installed. Illustration boards were also used for the board game
design.
33
Figure 15: Quick dry enamel Figure 16: Super glue Figure 17: Sand
paper
To gather information, deepen their understanding, and produce quality work and
noteworthy findings, the researchers did preliminary research. Most of the sources for
the references and data are found online. Reading PDFs of pertinent literature and
watching YouTube videos that relate to the researchers’ study are two of the ways that
A parallel test was conducted before and after the implementation of the project.
A survey questionnaire was given to the experts or teaching staff of Pili National
RESEARCH INSTRUMENT
The study used the following instrument to gather the data need.
Perceived Ease of Use and Perceived Usefulness are central concepts from
the Technology Acceptance Model (TAM), which has been validated in various
34
contexts, including technology and gaming. This tool was adapted by the researchers to
assess the level of acceptability of the synthesized game. The tool includes the
following criteria: Functionality, with six (6) subparts; Game concept, with six (6) criteria;
and Overall Acceptability, with three (3) criteria. Experts were asked to give their honest
Pretest and Posttest. This was the researchers parallel twenty (20) – item test
in mathematics 7 to assess the academic performance of the students. The tests were
curriculum. The test follows two (2) topics, Algebra and Operations on Integers. The
For question number 1: The data collected by the researchers was based on the
results of survey questionnaire conducted from 15 junior high school and senior high
school mathematics teacher at Pili National High School, school year 2024. The results
were analyzed using weighted mean and interpreted using table of descriptors listed
below.
35
1.8 – 2.59 Less Acceptable
For question number 2: The researchers collected data through a parallel Pre-test and
Post-test. Each test was composed of 20 multiple-choice questions with the topic of
algebraic equations and integers. The data gathered were recorded and descriptively
10
11
12
13
14
36
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Mean
For question number 3: The significant difference between the posttest results of two
groups was analyzed using one-way t-test test, specifically right-tailed. The formula
37
38
CHAPTER IV
This chapter shows the presentation and analysis of data gathered during the
surveys and teacher-made tests) were used in gathering data of Ju-Math-Ji. The results
RESULTS
questions promptly.
4.8
designed 4.4
engaging.
39
The game is free from gender bias 4.87 Highly Acceptable
The visual design of the game fits well 4.53 Highly Acceptable
Acceptance colleagues.
(Behavioral
The game provides a fun and satisfying 4.87 Highly Acceptable
Intentions)
experience.
meets my expectations.
The table above shows the level of acceptability of the game Ju-Math-Ji. Under
Functionality, criterion 1 gathered a mean grade of 4.8 that was described as “Highly
Acceptable”, criterion 2 gathered a mean grade of 4.8 that was described as “Highly
Acceptable”, also criterion 3 gathered a mean grade of 4.8 that was described as
“Highly Acceptable”, criterion 4 gathered a mean grade of 4.73 that was described as
“Highly Acceptable” criterion 5 gathered a mean grade of 4.4 that was described as
“Highly Acceptable” criterion 6 gathered a mean grade of 4.6 that was described as
“Highly Acceptable”. These results suggests that the functions of the game are highly
acceptable.
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Moreover, Under Game Concept, criterion 1 gathered a mean grade of 4.67 that
was described as “Highly Acceptable”, criterion 2 gathered a mean grade of 4.87 that
was described as “Highly Acceptable”, also criterion 3 gathered a mean grade of 4.87
that was described as “Highly Acceptable”, criterion 4 gathered a mean grade of 4.87
that was described as “Highly Acceptable” criterion 5 gathered a mean grade of 4.73
that was described as “Highly Acceptable” criterion 6 gathered a mean grade of 4.53
that was described as “Highly Acceptable”. These results suggests that the game
4.87 that was described as “Highly Acceptable”, criterion 2 gathered a mean grade of
4.87 that was described as “Highly Acceptable”, also criterion 3 gathered a mean grade
of 4.87 that was described as “Highly Acceptable”. These results suggests that the
That data proves that the game Ju-Math-Ji was acceptable based on the
This part of the research shows the results of a 20-item pre-test and post-test,
1 14 15
2 10 14
3 8 15
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4 6 15
5 8 16
6 19 20
7 5 15
8 13 17
9 10 18
10 10 18
11 11 15
12 14 20
13 10 20
14 10 9
15 10 16
16 5 13
17 6 12
18 8 18
19 10 16
20 12 18
21 8 16
22 9 11
23 10 14
24 14 13
25 13 12
26 10 12
27 10 18
42
28 7 20
29 9 20
30 9 16
The data shows that the mean score of the respondents on the pre-test is 9.93,
with a 49.65% performance level before using Ju-Math-Ji, while the mean score of the
respondents on the post-test is 15.73, with a 78.65% performance level. The data
This part of the research shows the statistical difference between the two sample
means recorded from the pre-test and post-test results of the respondents. The
researchers used a t-test to test the significant difference between the two sample
means.
Pre-test Post-test
Observations 30 30
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Df 29
t Stat -8.545230136
The data shows that the computed statistics for the pre-test and the post-test is -
8.54. with significance level, a=0.05, the critical values for t-statistics with a degree of
freedom (30-1) are 29 are ±2.04, this indicates that -8.54<-2.04, falling under the
rejection region. The data suggests that there is enough evidence to reject the null
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CHAPTER V
This chapter presents the research findings of the data collected from the case
the themes that were generated in response to the objectives set in the study.
SUMMARY
Mathematics is one of the vital and critical subjects that is helpful in the physical
and abstract world. Students mostly see mathematics as a complicated subject which
makes them uninterested and bored. As seen today, students are more interested and
active-minded in games. In this case, researchers come up with the idea of combining
Game Concept
This game is technology-based and inspired by “Jumanji”, a fun board game with
various conditions along the gameplay. It uses a device or board that serves as the
game platform with colored tiles symbolizing the following: power-ups, debuffs, and
mystery cards. With unlimited reproducibility of strategies, players will think of ways to
win over other players. You must be lucky enough to not get debuffs or unlucky cards
repeatedly but instead, get the as much as advantages to be declared the winner.
It utilizes a digital production of equations and push buttons which are all connected to
the Arduino Microcontroller. The colored tiles have a corresponding question that the
players are going to answer. Once the questions are answered correctly or incorrectly,
the conditions stated in the mechanics shall apply. This game is not only a battle of
brains but also a battle of luck. Once the question is answered, players with much
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advantage over the other players. Thus, Ju-Math-Ji is also a battle of luck. You must be
lucky enough to not get the unlucky cards repeatedly but instead, get the cards that
The purpose of this game is to create an engaging and interactive way of learning
between teachers and students. To foster learning in a way where all students will
participate and enjoy while gaining knowledge and learning the lessons.
Game Mechanics
Path Options: Players can choose from 4 different race board maps, each with its
Players agree on which race board map to use. All players roll the dice to determine
the order of play. The player with the highest roll goes first, followed by others in
descending order.
The map layout has colored tiles symbolizing different effects: red for debuffs, green
for power-ups, blue for mystery boxes, and brown for normal tiles. The tiles are marked
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with the initials A for Algebra Equations and I for Integers, indicating the question
Green Tile: If the player answers the question correctly, they can draw a Power-
Red Tile: If the player answers incorrectly, they draw a Debuff card. If they
Blue Tile: The player automatically draws a Mystery card without answering a
question.
White Tile: No special condition applies unless there is a label for an equation.
Sequence of Gameplay:
Roll the Dice: The player rolls the dice to determine the number of steps to
move forward.
Move Piece: The player moves forward based on the rolled number.
Math Equation Solving: After moving, the player selects either Algebra or
Ready for Question: The player presses the Ready button to display the
equation.
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Answering the Question: The player has 10 seconds to answer. They must
state their answer before time runs out. Afterward, they push the Answer button
to reveal the correct answer. Rules apply based on the tile’s color, and the same
3. Card Mechanics
o Power-Up and Mystery Cards: These cards can be collected and stored
in the player’s hand. Players may choose when to activate them during
their turn.
o Hand Limit and Card Usage: Each player has a maximum of 5 card
slots. If a player reaches their hand limit of 5 cards, they must use at least
o Additional Cards: If a player draws a card when their hand is full, they
must immediately use one card to make room for the new one. Cards
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4. Movement Rules
Dice Roll: Determines the number of tiles the player moves forward.
Special Tiles: Drawing a Power-Up, Debuff, or Mystery Box card may alter the
Laps: Once a player completes one full lap of the board, they start again from
FINDINGS
Based on the gathered results by the researcher upon testing and validating the
activities.
The researchers also found that there is a significant difference between the
performance of the respondents before and after integrating Ju-Math-Ji during their
learning sessions.
learning gap of the students in the field of mathematics and any other subjects this
The project Ju-Math-Ji therefore achieved the problem of this study and fulfilled
its objectives.
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CONCLUSION
This chapter shows the conclusion from the findings stated. Researchers
concluded that this integration was successful in obtaining objectives and effectively
providing the accurate purpose of the game, which is to improve the academic
performance and engagement of the student in Mathematics. Based on the findings, the
Ju-Math-Ji.
RECOMMENDATIONS
This study is just an answer to the question of how we can improve the
following:
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Kai, S., Almeda, M. V., Baker, R. S., Heffernan, C., & Heffernan, N. (2018). Decision
Antipolo, J. (2021). Game-Based Learning: Learn Math While You Play with
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Dio, R. V. (2015). Game Development as Students’ Engagement Project in High
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Nastalia, S. (2022). Development of Spin Wheel Game Media in Mathematics
[Link]
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