Introduction of Games (One Stay, Two Stray) in Teaching Trigonometry

Jonna Vea C. Pepito, Mechell T. Lucaylucay

Abstract


Games are considered as an activity engaged in for diversion or amusement (Webster, 2017). It is an activity mostly enjoyed and participated in by everybody. This study aimed to determine the effect of insertion of games during classroom interaction on the performance of students in Trigonometry. Measures of significant difference between the mean-gain scores of the two groups were also tested. Twenty-four (24) Grade-10 students of Tabango National High School were considered subject of the study. True-experimental cross-over design was used, as it tries to validate the subject’s performance. Data were gathered by means of a standardized test, designed to measure the performance of the two groups. This questionnaire was used as the pre-test and posttest instruments. The inconsistency in the scores between these tests was utilized to measure the performance in Trigonometry of the control group and experimental group. Results revealed that the mean score of the two groups on their pre-test and posttest have significantly increased. During Part 1 &2 of the experiment, as groups were exchanged, it was revealed that the mean-gain score of the experimental group was significantly higher than the traditional group. The researchers concluded that both strategies were effective, evidence of this is the increase from the pre-test and posttest, however more emphasis may be considered on the insertion of games (One Stay, Two Stray) on classroom instruction, as it contribute significant change in Trigonometry performance.


Keywords


game-based learning, one stay, two stray, design, Tabango, Leyte

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References


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International Journal of Humanities and Social Sciences

Print version: 1694-2620
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