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  <controlfield tag="001">UP-1685594773863167336</controlfield>
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   <subfield code="a">eng</subfield>
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   <subfield code="a">LG 995 2023 E32</subfield>
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   <subfield code="a">Espiritu, Jeffrey N.</subfield>
   <subfield code="e">author</subfield>
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   <subfield code="a">Game-based learning in mathematics: effects on students' productive struggle, visuospatial reasoning, and problem-solving skills</subfield>
   <subfield code="c">Jeffrey N. Espiritu ; thesis adviser, Ma. Nympha B. Joaquin ; thesis reader, Jon Paul F. Maligalig ; Lizamarie C. Olegario, Martin Augustine B. Borlongan, members.</subfield>
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  <datafield tag="264" ind1=" " ind2="0">
   <subfield code="a">Quezon City</subfield>
   <subfield code="b">College of Education, University of the Philippines Diliman</subfield>
   <subfield code="c">2023.</subfield>
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  <datafield tag="300" ind1=" " ind2=" ">
   <subfield code="a">xii, 347 leaves</subfield>
   <subfield code="b">illustrations (some color)</subfield>
   <subfield code="c">21 cm</subfield>
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   <subfield code="a">volume</subfield>
   <subfield code="2">rdacarrier</subfield>
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  <datafield tag="502" ind1=" " ind2=" ">
   <subfield code="a">Thesis</subfield>
   <subfield code="b">(Master of Arts in Education - Mathematics Education)</subfield>
   <subfield code="c">College of Education, University of the Philippines, Diliman</subfield>
   <subfield code="d">February 2023.</subfield>
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   <subfield code="a">Includes bibliographic references (151-183 leaves).</subfield>
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   <subfield code="a">In the present study, the applicability of delivering novel tasks and mathematical problems through game-based learning was tested in a blended learning environment. Two groups of 32 Grade 10 students took part in the experiment for eight weeks. They were exposed to either the game-based learning or the conventional approach. Both approaches weren delivered using 5E learning cycle.  The results of the study were discussed in terms of the level of students’ productive struggle, visuospatial reasoning, and problem-solving skills. Researcher-designed Productive Struggle Scale and Problem-Solving Skills Test were subjected to an evaluation by experts and pilot testing. The test for visuospatial reasoning was adopted from the work of Ramful et al. (2017). A convergent mixed methods design was used to present the results in conjunction with analyses  of the struggle task and the transcript of focus group discussion. There was no significant difference between the two groups in terms of productive struggle as measured by the Productive struggle Scale. However, this results has some inflection points as disparities were observed between the results of the scale and the analysis of the focus group discussion and struggle tasks. The analysis of the struggle tasks and the focus group discussion gave the impression that the game-based learning has driven students to hold productive behavior more frequently than those who were not exposed, which compensated the struggle they experienced in solving challenging tasks. Both approaches were bshwon to be equally effective in improving the over-all level of students’ visuospatial reasoning and mental rotation as measured by the Spatial Reasoning Instrument. The analysis performed on the transcript of the focus group discussion and struggle tasks was unable to establish a valid comparison as there were insufficient occasions when students from each group visually represented mathematical problems in the tasks. There was statistically significantimprovement in the test scores of the two groups as measured by the Problem-Solving Skills Test. With regards to specific mathemati cal content, the game-based group has a relatively superior performance in solving problems involving Polynomials and Polynomials Equations, however, no sigificant difference was found between the two conditions on Patterns and Sequences. The data set on struggle tasks and focus group discussion these results, suggesting that the game-based group has an advantage in terms of effort, completeness, accuracy in solutions, and the degree to which they iunderstood the problems in the tasks. As for the mediation and moderation tests, the path analyses showed that the effects of game-based learning on students’ problem-solving skills were not significantly mediated by productive struggle and/or visuospatial reasoning. The effect of game-based learning by productive struggle, visuospatial reasoning, and problem-solving skills was also found unrelated to one’s sex. Recommendations for classroom practice and instructional design were provided. &#13;
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   <subfield code="a">Educational games.</subfield>
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   <subfield code="a">Simulation games in education</subfield>
   <subfield code="x">Design and construction.</subfield>
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   <subfield code="a">Blended learning.</subfield>
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   <subfield code="a">Problem solving</subfield>
   <subfield code="x">Study and teaching (Secondary).</subfield>
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   <subfield code="a">Mathematics</subfield>
   <subfield code="x">Study and teaching (Secondary).</subfield>
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   <subfield code="a">Joaquin, Ma. Nympha B. </subfield>
   <subfield code="e">thesis adviser.</subfield>
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   <subfield code="a">Maligalig, Jon Paul F. </subfield>
   <subfield code="e">thesis reader.</subfield>
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   <subfield code="a">Olegario, Lizamarie Campoamor</subfield>
   <subfield code="e">degree committee member.</subfield>
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   <subfield code="a">Borlongan, Martin Augustine B. </subfield>
   <subfield code="e">degree committee member.</subfield>
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   <subfield code="h">LG 995 2023 E32</subfield>
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   <subfield code="a">Thesis</subfield>
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