Mystery Box Game: A Game-Based Learning to Improve the Academic Achievement of Grade 10 Learners in Probability

This action research investigated the effectiveness of integrating the Mystery Box game to improve the academic achievement of grade 10 learners in Probability at a public school in Ozamiz City. The study, conducted in the 2024 school year, employed a classroom-based action research design with 41 purposively sampled participants. Pre and posttests assessed probability understanding, while a comprehensive lesson plan and a questionnaire gathered information on improvements after a game intervention. Statistical analysis included frequency, Percentage, mean, standard deviation, T-test, and thematic analysis. The findings revealed that integrating the Mystery Box game significantly increased learners' academic achievement in Probability. In conclusion, the post-intervention outcomes decisively confirmed the game's effectiveness in enhancing probability learning, fostering a love for learning, and promoting academic performance and social connections. The research recommended consistently integrating game-based learning in Probability, teacher training in gamification, monitoring and feedback on student progress, and applying the Mystery Box Game to enhance engagement and comprehension across multiple subjects.

Authors

Publication Details

Journal
International Journal of Innovative Science and Research Technology (IJISRT)
Published
2024-10-07
DOI
https://doi.org/10.38124/ijisrt/ijisrt24sep532
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Mystery Box Game: A Game-Based Learning to Improve the Academic Achievement of Grade 10 Learners in Probability

Genelyn R. Baluyos, Ferrie Marie P. Cuabo, Felsa S. Jagonia
1 citations
International Journal of Innovative Science and Research Technology (IJISRT)
Educational Games and Gamification
0.79
article

Mystery Box Game: A Game-Based Learning to Improve the Academic Achievement of Grade 10 Learners in Probability

Genelyn R. Baluyos, Ferrie Marie P. Cuabo, Felsa S. Jagonia
article en
1 citations

Abstract

This action research investigated the effectiveness of integrating the Mystery Box game to improve the academic achievement of grade 10 learners in Probability at a public school in Ozamiz City. The study, conducted in the 2024 school year, employed a classroom-based action research design with 41 purposively sampled participants. Pre and posttests assessed probability understanding, while a comprehensive lesson plan and a questionnaire gathered information on improvements after a game intervention. Statistical analysis included frequency, Percentage, mean, standard deviation, T-test, and thematic analysis. The findings revealed that integrating the Mystery Box game significantly increased learners' academic achievement in Probability. In conclusion, the post-intervention outcomes decisively confirmed the game's effectiveness in enhancing probability learning, fostering a love for learning, and promoting academic performance and social connections. The research recommended consistently integrating game-based learning in Probability, teacher training in gamification, monitoring and feedback on student progress, and applying the Mystery Box Game to enhance engagement and comprehension across multiple subjects.

International Journal of Innovative Science and Research Technology (IJISRT)
Quality Education
Openalex Percentile: Top 24%
Educational Games and Gamification
0.79
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