Date of Publication
2023
Document Type
Master's Thesis
Degree Name
Master of Science in Teaching Major in Mathematics
Subject Categories
Educational Methods
College
Br. Andrew Gonzalez FSC College of Education
Department/Unit
Science Education
Thesis Advisor
Celina P. Sarmiento
Defense Panel Chair
Minie Rose C. Lapinid
Defense Panel Member
Auxencia A. Limjap
Shirlee R. Ocampo
Abstract/Summary
In the Philippine context, improving pedagogy is continuously advocated for, especially in teaching Statistics and Probability. In addition, the recent COVID-19 pandemic compelled schools to respond with a learning modality that caters to the new normal. Poor student engagement was an evident concern during this period which may be linked to the attitudes of students towards the subject. Gamification is a recommended pedagogical approach that impacts the engagement and attitudes of students positively despite mixed results from studies. In gamifying a learning environment, the students’ learning style and player type were used. Hence, this study aimed to explore the engagement and attitudes of senior high school students in a gamified Statistics and Probability class designed with their learning styles and player types. The researcher believes that the students have existing attitudes towards Statistics and Probability that influence their engagement, and these attitudes may change after exposure to a gamified class. The learning style was determined using Honey and Mumford’s Learning Style Questionnaire. The player type was identified with Marckzewski’s User Type Test. The attitudes were measured using the Survey of Attitudes Towards Statistics (SATS-36). The pre-implementation stage of this study included designing the course for a blended flexible learning modality. The gamification elements implemented in the course were choice, progress, experience points, badges, missions, and party and guilds. Varied tasks were prepared based on the LEGA framework that integrated learning styles and player types. In the implementation stage, the participants’ engagement in the gamified course was recorded through logs from the learning management system, reflection entries, and a focus group discussion. In post-implementation, the quantitative data from the logs and SATS-36 were analyzed together with the qualitative data from the reflection entries and focus group discussion. Results showed that after experiencing the gamified Statistics and Probability course, attitudes towards the subject moved towards the negative. The difference between the pre- and post- SATS-36 scores were statistically significant in four components, with effect sizes ranging from small to large. The data from the reflection entries and focus group discussion brought out themes that supported the quantitative results. As this was the 1st iteration of an action research, the results prompted the teacher-researcher to further reflect on the design of the gamified course in conjunction with his teaching style.
Abstract Format
html
Language
English
Format
Electronic
Keywords
Gamification; Statistics—Study and teaching
Recommended Citation
Gonowon, R. R. (2023). Using students' learning style and player type to assess their attitude and engagement in a gamified class of statistics and probability. Retrieved from https://animorepository.dlsu.edu.ph/etdm_scied/45
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Embargo Period
10-2025
Note
Undated; Publication date supplied