i ABSTRACT There is a growing interest in using games as a tool for teaching and learning in educational settings. This approach, known as gamification, has been shown to increase student engagement and motivation. Integrating game elements into lessons has the potential to render learning more interactive and enjoyable for students. That said, this study aimed to develop and evaluate a card game that can be used as supplementary material in learning gas laws. A mixed- method approach using design and development and pre-experimental design, wherein the data collected from Grade 10 students, were analyzed to assess the card game’s effectiveness in enhancing the academic achievement of the students and evaluate the card using the following criteria: goals and objectives, card design, game components and organization, playability and playfulness, and usefulness. From the results of the study, it was found that the GasLawz Blitz card game is a highly effective learning tool in so far as the enhancement of students’ knowledge in gas laws. This is evident by a statistically significant pre-post test score increment with the calculated P-value is less than .0001. In terms of students’ evaluation, the results showed that n = 40, the respondents had a good overall experience wherein they believe that game is valuable tool for learning and engagement, and thus marks the attainment of this study. The researchers recommend that future studies could focus on comparative study between GasLawz Blitz and traditional methods to assess efficacy and student preference. Keywords: Card game, Gas Laws, Gas Laws Card Game, Game-based learning, Gamification ii UNIVERSITY OF SCIENCE AND TECHNOLOGY Document Code No. FM-USTP-ACAD-11 OF SOUTHERN PHILIPPINES Alubijid | Cagayan de Oro | Claveria | Jasaan | Oroquieta | Panaon Rev. No. Effective Date Page No. 01 12.01.21 2 of 85 APPROVAL SHEET This Thesis entitled: “The GasLawz Blitz: A Card Game In Understanding Gas Laws” prepared and submitted by Bri Azariah Roje L. Baculio, Brex M. Labajo, Melanie B. Dela Peña, Erolyn Frances R. Salon in partial fulfillment of the requirements for the degree Bachelor of Scecondary Education Major in Science has been examined and approved. DR. RONNIE L. BESAGAS Adviser PANEL OF EXAMINERS Approved by the committee on Oral Examination with a grade of PASSED. DR. RONNIE L. BESAGAS Chair DR. ANGELO MARK P. WALAG Member MRS. FAITH M. GUIMARY Member Approved and accepted in partial fulfillment of the requirements for the degree Bachelor of Secondary Education Major in Science Approved: DR. GRACE S. PIMENTEL A Name and Signature of Dean/Campus Director May 10, 2024 a Date of Final Defense iii UNIVERSITY OF SCIENCE AND TECHNOLOGY OF SOUTHERN PHILIPPINES Alubijid | Cagayan de Oro | Claveria | Jasaan | Oroquieta | Panaon THE GASLAWZ BLITZ: A CARD GAME IN UNDERSTANDING GAS LAWS A Research Paper Presented to the Faculty of the Department of Science Education College of Science and Technology Education University of Science and Technology of Southern Philippines In Partial Fulfillment of the Requirements for the Degree of Bachelor of Secondary Education Major in Science Bri Azariah Roje L. Baculio Brex M. Labajo Melanie B. Dela Peña Erolyn Frances R. Salon May 2024 iv ACKNOWLEDGEMENT We express our deepest gratitude to all those who have contributed to the completion of this research project. Without your support, guidance, and encouragement, this journey would have been far more challenging. We extend our heartfelt thanks to: Our Families: Your unwavering support and encouragement have been our source of strength throughout this endeavor. Dr. Ronnie L. Besagas (Research Adviser): We are immensely grateful for your valuable advice, guidance, and support throughout the development of both our game and research. Dr. Angelo Mark Walag (Research Instructor): Your patience, wisdom, and unwavering support have played a crucial role in helping us successfully carry out this study. University of Science and Technology of Southern Philippines - Senior High School Department (USTP-SHS) and Misamis Oriental General Comprehensive High School (MOGCHS): We extend our sincere appreciation to both institutions for granting us the opportunity to conduct our pilot testing and data gathering procedures. Teacher Evaluators from Misamis Oriental General Comprehensive High School: We are grateful to Ms. Sheila Pimentel, Mrs. Jenny D. Ranalan, and Mrs. Judith Mabao for generously offering your time and expertise to evaluate our work. Your insights and feedback have been invaluable in shaping the outcome of this research. To everyone mentioned above, as well as to all those who have supported us in various ways, we offer our heartfelt thanks. Your contributions have been invaluable in the successful completion of this research project. TABLE OF CONTENTS v Page Abstract………………………………………………………………………………... i Approval Sheet………………………………………………………………………... ii Title Page……………………………………………………………………………… iii Acknowledgement……………………………………………………………………... iv Table of Contents………………………………………………………………………. v Chapter 1: The Problem Introduction………………………………………………………………… 1 Conceptual Framework……………………………………………………... 4 Statement of the Problem……………………………………………………. 5 Hypothesis…………………………………………………………………... 5 Significance of the Study……………………………………………………. 6 Scope and Limitation………………………………………………………... 7 Definition of Terms…………………………………………………………. 7 Chapter 2: Review of Related Literature Learning in Science…………………………………………………………. 9 Health, Psychological and Social Benefits of Playing Cards………………... 9 Game-Based as Pedagogy and its Effectiveness…………………………….. 11 Educational Card Games in Learning……………………………………….. 14 Chapter 3: Research Methodology Research Design…………………………………………………………….. 18 Research Setting…………………………………………………………….. 21 Respondents and Sampling Scheme………………………………………… 22 vi Developmental Stage………………………………………………………... 23 Research Instrument………………...……………………………………….. 25 Data Collection………………………………………………………………. 25 Data Analysis………………………………………………………………... 27 Ethical Consideration……………………………………………………….. 27 Chapter 4: Presentation Analysis and Interpretation of Data Design and Development of GasLawz Blitz………………………………… 28 Students’ Evaluation………………………….……………………………… 37 Improvement in Students’ Achievement Score ……………………………… 45 Chapter 5: Summary and Finding, Conclusion, and Recommendation Summary of Findings………………………………………………………... 48 Conclusion…………………………………………………………………... 48 Recommendation……………………………………………………………. 49 References……………………………………………………………………………… 50 Appendices A. Researcher – Made Validation form for the Researcher – Made Achievement Test……………………………………………………………………………… 56 B. Card Game Evaluation Instrument……………………………………………… 59 C. Researcher-Made Achievement Test……………………………………………. 62 D. Pretest-Posttest Results…………………………………………………………. 70 E. Letter for Pilot Testing………………………………………………………….. 71 F. Letter for Data Gathering……………………………………………………….. 72 Curriculum Vitae……………………………………………………………………….. 73 vii List of Tables Table 1. Design Consideration of GasLawz Blitz Card Game…………………………... 20 Table 2. Mean Score Interpretation Descriptors………………………………………… 26 Table 3. Main Card Component of GasLawz Blitz Card Game…………………………. 33 Table 4. Scoring Guidelines…………………………………………………………….. 36 Table 5. Goals and objectives evaluation of GasLawz Blitz Card Game………………… 38 Table 6. Card Design evaluation of GasLawz Blitz Card Game………………………… 40 Table 7. Component and Organization evaluation of GasLawz Blitz Card Game……………………………………………………………………………………... 41 Table 8. Playability and Playfulness evaluation of GasLawz Blitz Card Game…………………………………………………………………………………….. 43 Table 9. Usefulness evaluation of GasLawz Blitz Card Game………………………….. 44 Table 10. Overall Descriptive Evaluation of GasLawz Blitz Card Game………………… 45 Table 11. Significant Difference Between the Mean Score of the Pretest and Posttest…………………………………………………………………………………... 45 viii List of Figures Figure 1. Schematic Diagram……………………………………………………………... 5 Figure 2. Development of GasLawz Blitz………………………………………………… 19 Figure 3. Map Depicting the location of MOGCHS………………………………………. 22 Figure 4. Prototype of GasLawz Blitz…………………………………………………….. 29 Figure 5. Question Booklet for Challenge………………………………………………… 40 Figure 6. Special Cards…………………………………………………………………… 31 Figure 7. GasLawz Blitz Cards……………………………………………………………. 32 Page|1 CHAPTER 1 THE PROBLEM Over the past years, researchers have proved that engaging games in education help students understand the lesson very well. Research on the confinements of traditional lecture theaters and the limitations they place on teaching, depth of learning and assessment opportunities as well as the challenges faced by increasingly large, and more diverse, student populations (Arvanitakis, 2014; Biggs & Tang, 2011; Bligh, 2000; Petrovic & Pale, 2015). Interestingly, more recent research (Bates et al., 2018; French & Kennedy, 2017; Sharp et al., 2017) approaches the subject from a realization that lectures will remain as the dominant mode of delivery in higher education but recognises that pedagogical practices need to be modified, and improved, to cater for the changing nature of student cohorts, as a student it is very important for us to be more engage in learning on hand than just reading it which game-based learning offers players an environment learn by exploring, trying, acting in and interacting with a game world, the active/ reflective dimension seems relevant (Hwang et al., 2015, Hwang et al., 2012), because they learn with the use of material as it is tangible which they access anytime and anywhere. In fact, Ellington et al. (1981) observed that educational games have favorable characteristics for use in science education. One of the primary reasons for using games in science is to reaffirm basic facts and principles. Once the basic facts of a specific lesson have been taught, it is often necessary to reinforce the knowledge the students have just acquired by giving them some type of exercise in which they must demonstrate their understanding of what they have learned by applying the knowledge to a specific situation. Traditionally, such exercises had already taken the form of Page|2 worked examples that students achieved on their own, either as seat work or as homework assignments. By catering to individual learning styles through game-based learning, educators can create a more engaging and effective learning environment. This personalized approach can not only enhance knowledge retention but also foster a deeper understanding of the material. Ultimately, incorporating learning styles into game-based learning can lead to improved academic performance and a greater desire to continue learning. According to Mayer (2016), using game-based learning in tandem with learning styles will help more individuals complete tasks, retain information, and apply what they’ve learned to future projects and tasks as well as their lives outside of the classroom or workspace. In addition, Felder and Spurling (2005), mentioned that the assumption for using learning styles/preferences is that they can be used to design personalized learning environments, which according to Chen (2014) and Jones, Reichard, and Mokhtari (2003), in turn, will improve learning as well as motivation. Gas Laws are important part of a student’ chemistry education, studies shows that students are having difficulty in understanding its basic concepts such as pressure, volume, and temperature. In the study conducted by Lin et al. (2000), the results showed that although students remembered the formula of PV = nrt, they misused it, could not give meaningful explanations to questions, and they had misconceptions. Consistent results across more than a decade of chemistry education research suggest that both high school and university students experience difficulties in the application of conceptual understanding and problem-solving of gas law test items (e.g., Lin et al., 2000; Coştu, 2007; Matijašević et al., 2016). Student difficulties and failures have been attributed to rote memorization and misuse of chemical formula (Lin et al., 2000), or Page|3 poor external representation and internal interpretation of a chemistry problem (Matijašević et al., 2016). This study is a response to help determine the effectiveness of a game-based approach to make the learning effective. There is a limit to traditional learning, such as opportunity, which has two outcomes: success and failure. But if we corporate gamebased learning, we can change that sequence into something great, and failure will become part of achieving a great result, which, according to Kapur (2008) and Plass et al. (2015), is not an undesirable outcome but rather expected and often considered necessary for the learning process. In addition, according to Kim, Park, and Baek (2009), the chance for multiple attempts at success also provides players with an opportunity to regulate their own learning, as they are able to set goals, monitor their achievement of these goals, and assess the effectiveness of strategies used in their attempt to achieve their goals. The on-hand experience of learning that this research aims to provide will help us determine how long the knowledge will remain if changes in approach to learning, such as game-based learning, are introduced, given that we will be using cards as our main instrument, which, according to Powell and Kalina's (2009) Piaget and Vygotsky theories about instrumental learning, were the foundation of cognitive constructivism and social constructivism. Page|4 Conceptual Framework The schematic diagram of this study is shown in Figure 1. The graph shows the three frames of this study. The first frame presents the study's input, which includes the instructional content, which includes the gas laws and the card game characteristics. The second frame depicts the study's process, which was divided into two phases: phase 1 was the development of the educational card game, and phase 2 was the actual use, testing for effectiveness, and evaluation of the developed card game. The third frame shows the study's output, which is the educational card game developed. This study is anchored in the theory of constructivist learning. Constructivism is used to design effective learning environments. Students bring their prior experience and knowledge to the classroom. The trainer creates learning situations in which students can interact with one another to gain new knowledge and shape their own needs and capacities. Rather than isolated activities, such as learning and practicing separately, experience with complex tasks generates knowledge. Knowledge and skills are best acquired in context. According to Vygotsky's theory, the problem-solving skills of tasks can be graded based on: (1) those performed independently by a student; (2) those that can be performed with help from others; and (3) those that cannot be performed even with help. The constructivist theory was anchored by the researcher, particularly the active progress in promoting collaboration and problem-solving. The card game focuses more on the students’ interaction with each other and enhancing their problem-solving skills. Page|5 Figure 1. Schematic Diagram Statement of the Problem The study will seek to answer the following questions: 1. What card game design can be developed to teach gas laws equations? 2. Is there a significant difference between the students' academic performance on gas laws before and after playing the game? 3. What is the student’s evaluation of the use of card games as a learning tool? Hypothesis H1: There is a significant difference between the students' academic performance on gas laws before and after they played the game. Page|6 Significance of the Study This research study offers solutions for determining the most effective card game to use in the research and educational processes of teaching organic chemistry, specifically the gas law equations. This will also provide results in assisting the students’ knowledge, comprehension, analysis, and application when the teacher uses a game-based approach in delivering the lesson for the first quarter and to measure the effectiveness of card games in terms of students' academic performance when compared to traditional methods of teaching. It can also be used as a reference for other researchers who are interested in gas law equations. This study will be beneficial to the following: Students. This study will improve students' academic performance and make them more knowledgeable, interactive, and exciting. Science Teachers. This study will assist science teachers in determining the significant change in students' academic performance when learning the gas laws and enhancing their teaching so that it is more visible in the learning process. Proponents of the study. This study will support and inspire more researchers to be more creative and innovative in their future endeavors, particularly when dealing with gas law equations. Future Science Teachers. This study will enable future science teachers to incorporate and adopt this type of teaching strategy by providing access to it, and they will be aware of its scientific accuracy. Page|7 Future Researchers. This study will be used as a reference for conducting research in the field of science, particularly organic chemistry. This will be used as a guide to continue improving the research in relation to the variables used. Scope and Limitation The study focuses on designing and developing a card game that will be used as a learning tool for understanding the gas law equations. Researchers will use a specific method called purposive sampling to select participants, focusing on one class section of grade 10 students who were officially enrolled in the school year 2023–2024. Each class group will consist of 7 members to effectively utilize the card game, which includes separated formulas, descriptions, gas law proponents, engaging special cards, and a question booklet for extra points. Hence, the chosen school is Misamis Oriental General Comprehensive High School in Cagayan de Oro City. The process involves administering a pre-test on the first day, followed by traditional teaching sessions. Subsequently, there will be 3 days of gameplay among grade 10 students, ending in a post-test on the final day to collect data. Additionally, researchers will gather feedback through an evaluation form to acquire comments and suggestions on the GasLawz Blitz card game. The study will be confined to a specific cohort of Grade 10 students in one section, with parameters stemming from time constraints, scarcity of resources, and the demanding workload of Performance Tasks (PTs) among Grade 10 students across other subjects. Definition of Terms For a better understanding of this study, the following terms are defined theoretically and operationally: Page|8 Card. An object that comprises variables and the image of the proponent of the gas law, will be used in this research study. Gas laws. Are laws that relate the pressure, volume, and temperature of a gas that will be inputted into the cards. Academic performance. A result of how the research's use of card games as a teaching method affected the academic performance of the students. Perception. A result of how the students felt about the research's use of card games as a teaching technique. Efficacy in learning gas laws using a card game. A result of the effectiveness of a card game for teaching gas laws. Pre-test. We will conduct a preliminary test, given in advance of instruction or evaluation, to determine their knowledge of the gas laws. Post-test. We will assess student learning at the end of an instructional unit by contrasting it with a benchmark or standard. Card game. A card game that we decided to have the pupils/students play in week 2 was influenced by tong-it's card game. Each student group will receive a deck of cards to use in the game of Tong-it's Gas Law. Game based learning. We will incorporate a teaching strategy that will show students how games can be used to identify and support learning objectives. Page|9 CHAPTER 2 REVIEW OF RELATED LITERATURE Learning in Science Science education gives students a greater understanding of how and why things work, as well as problem-solving and scientific thinking skills. It is critical to develop effective teaching and learning strategies that identify students' learning characteristics as well as their conceptual understanding and how they relate concepts to one another. As a result, chemistry subjects have inherent integrity; as a result, it is impossible to generate information without first comprehending the fundamentals of a thought area. In the field of chemistry education, students are having difficulties in understanding the basic properties of gases and the concept “gas” (Ayyilidiz and Tarhan, 2013; Aslan and Demircioglu, 2014). Furthermore, it was suggested that knowledge levels and alternative frameworks for gases should be established in order to address the concerns that students have in understanding the basic properties of gases. According to, Mete (2020), who studied 87 11th grade students, it stated that students’ understanding level of gases was low and students were having difficulties in explaining gas-related events. Moreover, T Nurhudua, D, Rusdiana and W Setiawan (2017), who analyzed 32 11th grade students, also conveyed that students have misunderstanding in learning kinetic theory of gases. Hence, Mete (2020), highlighted that active learning methods should be applied to promote the conceptual and scientific understanding of the students. P a g e | 10 Health, Psychological and Social Benefits of Playing Cards Card games are typically seen as enjoyable activities for both adults and kids. Most people pick up a deck of cards to pass the time or to amuse visitors Gamesver Team of researchers, writers, and editors stated that Playing card games can be a great way to meet new people, have fun, and perhaps even learn something new. Although most individuals don't give it any attention, playing card games has several pros and benefits. Most people consider card games to be just another pastime activity, studies indicate that playing card games can offer numerous educational, emotional as well as psychological benefits, ranging from improved math skills to an increased sense of selfesteem. it wouldn't be accurate to suggest that playing a game of cards needs less skill than other games, it is a wonderful option if you want to play while seated and with less physical effort. Moreover, playing cards keeps our brain busy and sharp it trains the brain to solve problems. As you get older, it becomes more crucial than ever to use different portions of your brain on a daily basis to stave off dementia and memory loss. Even just becoming familiar with a new game's rules might help develop cognitive abilities like communication and memorization (Stoun, 2019). according to studies, playing card games helps our brain digest information more quickly and improves our problemsolving skills. Card games have been referred to be "brain training games" by some academics, and it goes without saying that playing the correct card games may keep the brain sharp. Card games come under the limelight as an example of a brain game, according to Harvard Medical School (Gamesver Team, 2022). Card games can exercise our minds, we need to keep our minds active to keep them healthy. Puzzles, games, and other mental pursuits that make the brain work hard P a g e | 11 and concentrate are optimal, while moderate exercise will assist. One approach to stimulate the mind and aid with memory retention is to play card games (Muduo, 2019). Also, card games Reduce Symptoms of Depression the activity improves mood and promotes social connection, which are both excellent for reducing symptoms and assisting people in feeling as normal as possible. Even playing solitaire by yourself can be beneficial. After a challenging day, people need to engage in an activity that reduces their stress. experiencing stress, anxiety and depression, which can have a negative impact on your physical, emotional and mental health. You need relaxment in that case playing cards can help you when you're playing, your attention is on the game's rules (Stoun, 2019). Playing cards improve hand eye coordination and other skills quickening the reflexes when shuffling and dealing and improving both fine and gross motor skills (Swieter, 2022). Consider picking up a game of cards as a new pastime that will enhance both your social life and mental wellness. A cheap method to spend time with friends and keep your mind blissfully engaged is to play cards. You may enhance your psychological health by putting down your phone, turning off the TV, and taking up a deck of cards (Stoun, 2019). Game-Based as Pedagogy and its Effectiveness Game-based learning and gamification are methods that are now being utilized in education to promote the student motivation, emotional involvement and enjoyment. The use of video games and elements related to game reality, content, subjects, and images in the educational process is known as game-based learning. Gamification, on the other hand, is the use of game mechanics, aesthetics, and thinking to attract and motivate students to solve specific problems; it does not necessarily imply electronic P a g e | 12 devices or video games, but rather presents any training or working process as a game (Liu et al., 2020). As many of us know and have experienced, our current education has shifted from traditional to somewhat futuristic, virtual classrooms. As an individual who has undergone the abrupt educational changes of learning, it has always been difficult, intellectually stimulating, and uninteresting because it takes a long time to adapt and keep up with what our educational system has implemented. It is true enough that chemistry subjects have integrity in and of themselves, hence it is impossible to generate information without first grasping the fundamentals of a thought area. Given this fact, it is indispensable to provide and add ways to make learning more fun and challenging now that we are gradually returning to the educational system we had previously. In relation to the foregoing, gamification and game-based learning are methods that are increasingly being used in education to increase student motivation, emotional involvement, and enjoyment. Teachers are, in fact, incorporating game-based learning, which is distinguished by three core elements: narrative-centered learning, combined learning context, problem-solving, and interactive storytelling (Rowe, Mott, & Lester, 2012). We can see from what game-based learning has to offer that learning while having fun is exactly what we need in these times. First and foremost, when users find learning pedagogy enjoyable and appealing, they are more likely to connect with the subject (Davis et al., 1992). It has also been asserted that in game-based education, the course content is mapped into the game to provide a scenario environment of learning, repeated self- P a g e | 13 learning, and ongoing interaction and feedback to increase learning interest and motivation (Cheng & Su, 2012). Gamification will also improve students' cognitive abilities and skills by allowing them to consider and progress toward a goal (Guyton, 2011). These skills will be valuable, especially once they obtain a degree and begin exploring the real world; they will help them adapt to situations they may encounter. However, creating a game is incredibly hard because game-based learning is impactful when it assesses learners while they play the game by providing detailed insights into the learning process; tracking motivational, emotional, and metacognitive features to understand behavior and final outcome; and providing immediate feedback based on embedded assessment to identify areas that are challenging for learners to play the game (Ifenthaler et al., 2012). Other than that, incorporating games will challenge students' skills and understanding, but it is also about the plan or process of creating them if it has a positive impact on both students and teachers for easy comprehension of a specific topic. The games should be designed in a way that allows learners to gain specific knowledge and skills. To achieve the learning objectives, the game should include both motivational and instructional design elements (Tobias et al., 2014). Notwithstanding, learners who play educational games show more anxiety, challenges, and interest in their learning process and also experience higher levels of cognitive load compared to learners who adopt hypertext instructions (Stiller & Schworm, 2019). Collaboration, choice, feedback, and instructional design elements need to be incorporated while designing games so that they will have a positive impact on the students’ engagement in the learning process (Serrano, 2019). P a g e | 14 Researchers and practitioners have been paying close attention to game-based learning and 21st century skills. Given the numerous studies that support the positive effects of games on learning, an increasing number of researchers are dedicated to developing educational games to promote students' development of 21st century skills in schools. However, little is known about how games affect student acquisition of 21st century skills (Qian and Calrk, 2016). According to Qian and Clark (2016), a gamebased learning approach may be effective in facilitating students' 21st century skill development, and it provided valuable insight into educational game design and implementation in general. In the study conducted by Hartt and Mostafapour (2020), it highlighted the potential of game-based learning in planning education, but it hampered understanding of how to incorporate games and use them effectively. The gamified lecture was preferred and more engaging by students. Without the use of technology, the use of games and gameplay in their most basic form involves social interaction, leadership, creativity, and strategy. The incorporation of game-based learning into planning curricula provides a once-in-a-lifetime opportunity for the mutual advancement of both planning pedagogy and game-based learning techniques. Hence, according to Li and Tsai (2013), the most common outcome investigated in educational game studies was knowledge acquisition, with less than one-third of the studies investigating problem solving skills, whereas affective and motivational outcomes were investigated more frequently in entertainment studies. Despite the fact that educational game studies show varying degrees of success depending on topic, learner preferences, and participant age (Young et al., 2012). There is a scarcity of highquality empirical evidence regarding how games in the classroom might impact the development of 21st century skills. P a g e | 15 Educational Card Games in learning Liu and Chen (2020) conducted a study on students' perceptions of an educational card game and the benefits of card games in terms of learning performance. The students demonstrated a positive attitude toward using the science card game and felt that the approach contributed to their learning. The students also stated that learning with an educational card game could help them gain scientific knowledge and that the game-based learning method piqued their interest in modes of transportation and energy. Moreover, there are numerous science card games that could benefit a large number of students in their studies. They investigate the effects of teacher-created instructional card games and computer games on high school students' learning of chemistry concepts. An experimental pretest/posttest study with a control group revealed a significant difference between computer games taught traditionally and card games created by teachers. However, there was no discernible difference between computer games and teacher-created card games. Playing is an important part of helping children learn abstract concepts, and it helps them understand chemistry concepts by making them happy and excited, as well as engaging them with one another (Rastegarpour & Marashi, 2012). In the study conducted by Gutierrez (2014), it demonstrated that students who used educational card games improved significantly more than students who used traditional methods. It has been discovered that a student-centered approach, such as educational card games, can improve student performance more than traditional methods. The evaluation of the educational card game revealed that students in general find the game to be very satisfactory as supplemental material for reinforcing acquired P a g e | 16 knowledge and skills. Teachers should consider using the educational card game developed in this study because it received very positive feedback from its users and is statistically supported as an effective supplemental material for reinforcing learning. Moreover, teachers are encouraged to create their own set of terms to include in the deck of cards based on the reference material they are using. Educators should develop additional rules in addition to the ones presented in this paper so that students can play the game in a variety of ways. According to the findings of the study by Rastegarpour and Marashi (2012), card games and computer games are effective tools for learning chemistry concepts and provide chemistry teachers and educators with insight into assisting students in creating intangible associations between different topics and promoting meaningful learning of chemistry concepts. Furthermore, Rastegarpour and Marashi, (2012) found that playing games promoted active learning and concentration. The study's findings indicated that games are effective in teaching abstract concepts, are enjoyable, and allow students to benefit from the experiences of their classmates. Games have the potential to move our educational system beyond traditional disciplines and toward a new model of meaningful learning. Games in the classroom would undoubtedly increase student engagement in their learning. Furthermore, GasLawz Blitz: A Card Game in Understanding the Gas Law Equations is a supplemental game we created that will help students understand various gas laws while also allowing the teacher to make his/her discussion easy and fun. It isn't about getting a win in our card games, but rather about understanding what you are doing by utilizing what you have understood, attempting to find what you need to learn, and understanding what you have just learned. It's all about progress. In fact, according to Dweck, et al., (2015) a student with a fixed mindset believes that intellectual ability P a g e | 17 is inherent and unchangeable; a student with a growth mindset believes that by working hard, individuals can change and enhance their knowledge. Once children play a game, they not only reflect their level of cognitive development, but they also strengthen the skills, actions, and meanings that they have learned (Verenikina et al., 2003). To sum it up, studies on the use of game-based learning have been found to be effective and much better because they provide not only new ways to acquire knowledge but also skills that, according to the researchers, we need to acquire in order to mold into the person we are expected to be after we obtain a degree, such as collaboration, communication, problem solving, and many more. We tend to believe that learning occurs through discussion and reading, but as we dig deeper, researchers suggest that corporate games have a positive impact on learning. However, as previously stated, there are some things that must be considered, such as the methods, process, effects, and rules that the instructor must implement. It is claimed that when students face challenges in a fun way, they become more engaged in their learning. Above all, most researchers discovered that the game-like environment was beneficial in the school environment and led to higher productivity because it has been extensively used to create higher learning systems that seek to improve students' concentration, motivation, interaction, flow experience, and other great outcomes. P a g e | 18 CHAPTER 3 RESEARCH METHODOLOGY Research Design This study used two different research designs, including a pre-experimental design and the Research and Development Model (R and D model). The researchers will use the pre-experimental design because, from the students' mean post-test and pretest scores, researchers will calculate a mean gain score for the experimental group. To determine whether a mean gain score is sufficient to conclude that the students' performance significantly improved after playing the educational game, at test for dependent means will be used. If there was in fact a statistically significant difference between the mean pretest and post test scores of the experimental group, a higher computed t value and the critical t value also need to be established. It is the quickest way for researchers to determine whether playing educational card games is an effective adjunct to traditional methods of teaching. Additionally, the researchers used research and development model for the first stage of the card game's development. This model was applied using a methodical procedure that included field testing and evaluation up until the product satisfied its particular, predetermined requirements. Based on the twophase development process, this GasLawz Blitz: A Card Game in Understanding Gas Laws was created, verified, and assessed. P a g e | 19 Gathering of Information about Gas Laws Designing the GasLawz Blitz Card Alpha Testing of the GasLawz Blitz Card Revision of the GasLawz Blitz Card Beta Testing of the GasLawz Blitz Card Sampling of Respondents Figure 2. Development of the GasLawz Blitz: A Card Game in Understanding Gas Collecting of Data Laws. This study also employed a design-based research approach, as suggested by Evaluating the result of the Study Barab and Squire (2016). This sharpens the focus of the entire experimental design process, as Schoenfeld (2009) explained that "the products of well-conducted design experiments are improved interventions and improved understandings of the processes that result in their productivity." The detailed considerations of this study are depicted in Table 1. P a g e |20 Table 1. Shows the design considerations of GasLawz Blitz: A Card Game in Understanding Gas Laws. Design-based Details consideration Conducted in a classroom environment where the actual Location of research teaching and learning process took place in one schools and one section, particularly the grade 10 students of MOGCHS. Complexity of Variables included are the formula, function and the proponents variables of those specific gas laws (e.g.,Boyle’s Law, Charles Law, Gay Lussac’s Law, Combined Gas Law, Avogadro’s Law and Ideal Gas Law) Focus of research Determining the significant difference between the student’s academic performance on gas laws before and after they played the game and the students perception of the educational card game in understanding the gas law equation. Unfolding of The grade 10 students of a chosen section will be given a post- procedures test and pre-test that is composed of forty (40) multiple questions. The topics covered will be Boyle’s Law, Charles Law, Gay Lussac’s Law, Combined Gas Law, Avogadro’s Law and Ideal Gas Law and will be taken for one (1) hour. Characterizing the There were three main aspects involved: assessing the student’s findings academic significance, through pre-test and post-test scores, assessing the student’s perception of playing the card game, and designing and developing the GasLawz Blitz card game. Role of participants Students were given the role of learners as they played the game while the researchers facilitates. P a g e | 21 Research Setting Misamis Oriental High School (MOHS), now known as the Misamis Oriental General Comprehensive High School (MOGCHS), took the lead and was founded by the late Don Apolinar Velez y Ramos, the first elected governor of Misamis Province. Misamis Oriental General Comprehensive High School is located on Apolinar Velez Street in Cagayan de Oro City, Philippines (9000), a densely populated and highly urbanized city in the region of Northern Mindanao. In addition, the aforementioned school has a total area of 7.3629 hectares, making it essentially a big school, where it educates and develops students' competencies to prepare them for college and enables students to be agents of positive change in the nation. According to the current assessment of this region, the land area stretches from the Pelaez Sports Center, which is located on the north side of MOGCHS, to the region surrounding the Provincial Capitol, which is a part of the provincial government. Despite being an old school, it is tidy and serene. Currently, Mr. Abdon R. Bacayana, Ph.D., a courteous principal, is in charge of this school. Our study can be done at this school because it is situated in the "City of Golden Friendship," is a sizable institution with about 9,000 students, and is in a much more convenient location for the researchers. More specifically, the respondents were chosen from just one section of the entire class of grade 10 students. P a g e | 22 Figure 3. Map depicting the location of Misamis Oriental General Comprehensive High School Respondents and Sampling Scheme The respondents of the study are students of Misamis Oriental General Comprehensive High School (SY 2024–2025). One of the vital processes needed to keep this study successful is that all of these participants were selected through the purposive sampling technique. According to Arikunto (2010: 183), "purposive sampling" is the process of selecting samples by taking subjects that are not based on level or area but are taken based on the specific purpose; this is most effective when the researcher needs to study a certain cultural domain. It occurs when a researcher chooses a sample based on the needs of the study and includes qualified experts. The chosen respondents are from the entire class of grade 10 students. 30–40 students, generally belonging to Generation Z (or more commonly, Gen Z for short), colloquially known P a g e | 23 as "zoomers," is the demographic cohort succeeding Millennials and preceding Generation Alpha. between the ages of 15 and 23. However, the researchers only accommodated one section of Misamis Oriental General Comprehensive High School (MOGCHS). The chosen respondents are composed of respondents from the selected section. The high school students were chosen by the researchers because they are suitable and applicable to the study. Developmental Stage The instructional card game was created, and its efficacy was tested using the following procedures: 1. Preparatory phase- This covered the development of the instructional materials' conceptualization and planning. Together with the demands and issues currently being faced in the teaching-learning process, the present instructional methods were evaluated. In this stage of game development, research, material preparation, and other important elements were established. 2. Game development. This included the design, development, and preimplementation of the educational card game. For this study, the researcher selected the topic gas laws. The steps utilized to create the instructional card game were as follows: a) Card design. The design of the cards was influenced by the UNO card. The researchers included small gas laws details for supplemental teaching of chemistry. It was printed strategically on each of the four sides 3.5'' x 2.5''. These cards are roughly 2.5” x 3.5” (Solitaire type). board paper. An iconic name, P a g e | 24 function and formula for the topic was also included and was printed at the center of the card. b) Power ups card. The design was inspired using UNO card, this to add twist in the game. There are four (4) power ups namely (Stupefy, swap, flex card, rewind) each has different colors and purpose. c) Game rules, Pilot testing, and Revision. The majority of the rules were adapted from the well-known card game tong it's (famous Philippine card game). The primary goal of the student-players is to build and justify combinations that exhibit a clear combination of variables to form gas law equations on the provided cards. d) Review and Validation. After the initial development process was completed and before the actual use of the game card the Science teacher aged 20-40, Professionals, Graduated with a degree in Science. The section will be asked to review and validate the educational card game based on its goals and objectives, design, components and organization, playability and playfulness, and usefulness. In the evaluation, the researcher discussed the goals, objectives, and rules of the game before letting the students play the game in small groups. The researcher will personally distribute and collect the evaluation instruments. e) Testing for effectiveness. The researcher will utilize the pretest–posttest experimental design to test the effectiveness of the card game. Science class at Misamis Oriental General Comprehensive High School (MOGCHS) who were enrolled for the S.Y 2022-2023 were the subjects for this part of the study. P a g e | 25 Research Instruments The researchers employed an evaluation instrument adapted from Gutierrez (2014). The developed educational card game was graded on a five-point rating scale. Following that, researchers made use of the pretest/posttest. The researcher prepared a 40-item multiple-choice test to evaluate the effectiveness of the educational card game. After creating a table of specifications (TOS), the test was conducted. The questionnaire was validated by our research instructor and two faculty members from the Science Department of MOGCHS on the basis of the comments and recommendations, minor adjustments were made. The pilot testing was conducted to Grade 12 Students of USTPCDO. The researchers used Kuder-Richardson Formula 20 (KR20) and KuderRichardson Formula 21 (KR21) for reliability testing which the result is .78 and .69 respectively. A teacher-prepared test must have a KR-20 and KR-21 result of at least 0.6 for it to be considered acceptably reliable. The GasLawz Blitz card game was evaluated by 40 students who participated in the experimental design using the following criteria: 1) Goals and objectives; 2) Design; 3) Components and organization; 4) Playability and playfulness; and 5) Usefulness. Tables 3 to 8 show the descriptive findings based on students' perceived views. Educational games must also be efficient in providing effective instructional strategy for teaching and learning scenario. Hence, their effective use can only be achieved if they are systematically evaluated to produce a productive outcome (Ahmad, 2018). The descriptive findings were based on mean values and their interpretations. The mean scores were interpreted using the following descriptors, as shown in Table 2. P a g e | 26 Table 2. Mean score interpretation descriptors Mean scores Interpretation Less than 2.75 Very Unsatisfactory 2.75 to 3.22 Unsatisfactory 3.23 to 3.72 Satisfactory 3.73 to 4.47 Very Satisfactory 4.48 to 5.00 Outstanding Data Collection The researchers obtained approval from the SHS Principal of USTP-CDO and MOGCHS. Subsequently, they coordinated with the class adviser. Following this, the researchers conducted a Pilot Testing using the Researcher-Made Achievement Test. Afterwards, the researchers proceeded to administer the face-to-face pretest to the Grade 10 students of MOGCHS. Following the introduction, a preliminary game was conducted to ensure the respondents' understanding of the game mechanics and rules. In compliance with the adviser’s instructions to conduct the procedure without compromising the respondents' class schedule, the researchers allocated 3 days for the respondents to play the game during their vacant time. The researchers were also present during the game experiment to provide guidance to the students. The next day, the posttest was conducted, and the game was evaluated. Answers were collected, tallied, and analyzed by the researchers. P a g e | 27 Data Analysis In this study, the researchers employed a range of statistical tools to interpret the data, including: 1. Mean and Standard Deviation: These measures were utilized to illustrate the average responses of students. The mean facilitated the comparison of results between the pretest and posttest, while the standard deviation was used to assess the variance in responses. 2. Paired-Sample T-test: This statistical method was applied to compare the scores obtained from the pretest and posttest. 3. Kuder-Richardson Formula 20 (KR-20) and Kuder-Richardson Formula 21 (KR-21): It is a reliability measurement tool suitable for tests with single correct answers, particularly when the proportion of correct answers varies significantly. Similarly, KR21 serves as a reliability measure for tests with multiple correct answers. In this study, both KR-20 and KR-21 were employed to determine the reliability index of the research instrument, given that the researchers developed an achievement test questionnaire. Ethical Consideration In this study, the researchers ensured that the consents were given and discussed with the school head, classroom teacher, and the students participating in the study. Anonymity and confidentiality are also observed in handling the gathered data, and the respondents’ potential harm shall be observed during the study. P a g e | 28 CHAPTER 4 PRESENTATION ANALYSIS AND INTERPREATION OF DATA Design of GasLawz Blitz GasLawz Blitz, an innovative card game and educational tool, focuses on gas laws, including Boyle’s Law, Charles’ Law, Gay Lussac's Law, Avogadro’s Law, Ideal Gas Law, and Combined Gas Law. It engages students in understanding these complex concepts through interactive gameplay. One key aspect of GasLawz Blitz is its alignment with the science curriculum for grade 10, ensuring that it reinforces essential content knowledge. Research by Gee (2003) and Shaffer (2006) emphasizes the importance of aligning game mechanics with educational goals to promote meaningful learning experiences. GasLawz Blitz embodies this principle by immersing players in scenarios that directly relate to the concepts and equations of gas laws, thereby deepening their understanding through active engagement. In the field of chemistry education, students are having difficulties understanding the basic properties of gases and the concept of "gas law," so incorporating games into education will be more effective compared to traditional teaching methods in enhancing learning motivation, active participation, and concentration among students (Ayyildiz & Tarhan, 2013; Aslan & Demircioglu, 2014). GasLawz Blitz is a card game that allows students to be more responsible for their own learning. Students can take an active role in mastering fundamental concepts of gas laws through engaging gameplay, wherein they strategize, problem-solve, and apply theoretical knowledge in practical scenarios. The research study was designed with the purpose of providing an efficient and interactive learning tool that not only enhances students' understanding of gas laws but also fosters critical thinking and P a g e | 29 collaborative skills essential for their academic success. Figure 4. shows the prototype of the GasLawz Blitz card game developed by the researchers. Figure 4. Prototype of the GasLawz Blitz Card Game Figure 5A and 5B. shows set of questions each round of the game. Players must answer these questions correctly in order to gain points. The use of question booklets in card games has been shown to foster social interaction and communication among players. According to a study conducted by Johnson (2018), the act of discussing and P a g e | 30 debating the answers to the questions promoted lively conversations and strengthened interpersonal relationships among participants. A B Figure 5. Question Booklet for Challenge P a g e | 31 Figures 6A, 6B, 6C, and 6D are special cards that can be used strategically to gain an advantage over opponents or to disrupt their gameplay. A B C D Figure 6. Special Cards Figure 7A, 7B, 7C, and 7D shows sample of the main gameplay cards that are used in the card game. These cards include equations, name of gas laws, and description of the gas law. The variety of cards adds depth and strategy to the game, keeping players engaged and challenged throughout each round. P a g e | 32 \ A B C D Figure 7. GasLawz Blitz Cards P a g e | 33 Table 3. Main Card Components of the GasLawz Blitz Gas Law Formula PV = nRT Name of Gas Law Ideal Gas Law Description Pressure of an ideal gas is directly proportional to its absolute temperature and the number of moles of gas, and inversely proportional to its volume P1V1 = P2V2 Boyle's Law Pressure and volume of a gas are inversely proportional at constant temperature V1/T1 = V2/T2 Charles’ Law Volume of a gas is directly proportional to its temperature at constant pressure P1/T1 = P2/T2 Gay-Lussac's Law Pressure of a gas is directly proportional to its temperature at constant volume V1/n1 = V2/n2 Avogadro’s Law Volume of a gas is directly proportional to the pressure number of moles at constant temperature and pressure (P1V1)/T1 = (P2V2)/T2 Combined Gas Law The relationship between the pressure, volume, and temperature of a gas when the amount of gas is held constant. P a g e | 34 Each part of the formula is highlighted separately o ensure that the students understand what each terms represents. By separating the formula, students can focus on understanding each variable and its relationship to the others before integrating them into the full equation. This aligns with the step-by-step learning approach that is effective in building foundational knowledge before tackling complex concepts. According to, Bodie (2006), breaking down complex information into smaller, manageable chunks helps learners process and understand better. Interacting with each part separately, students are encouraged to actively engage with the material, fostering better retention and comprehension. According to the findings of the study by Jin and Lee (2019), the consistency of widely recognized color – concept associations underscore a potential universality in how certain colors are perceived in relation to specific concepts, which can be crucial for designing effective communication tools. Different colors (blue for Equation 1, red for Equation 2, green for Name of Gas Law, yellow for the Description) are used to differentiate each component. This visual separation helps students quickly identify and distinguish between the parts of the formula, aiding in visual memory and recall. Colors can help create associations between related concepts. For example, if students consistently see "PV" in blue and "nRT" in red, they can more easily recall these associations during problem-solving. In a study focusing on enhancing the gaming experience, Tan et al. (2016) emphasized the importance of establishing clear rules and mechanics to facilitate an enjoyable and engaging gameplay environment. They highlighted that the level of playability directly influences the overall enjoyment and excitement derived from playing a game. For GasLawz Blitz, most of the rules were derived from the popular card game tong-its (popular Philippine card game). The main objective is for the P a g e | 35 student-players to form and justify gas law combinations that demonstrate a clear equation on the provided cards. I. Setting up the Game 1. Gather 5 people and a deck of cards. The 184 playing cards should be shuffled. 2. Choose a player at random to be the dealer for the first hand, and then the winner of the next hand will be the dealer. When a new player wins the game, that player becomes the dealer. 3. If you're the dealer, deal yourself 13 cards and the others 12 cards. Hand out one card at a time, face down, to yourself and the other players. Deal the cards around the table counterclockwise. 4. Place the remaining cards in the center of the table, face down. Do not shuffle the deck first. 5. Simply place them face down. This is known as the stockpile, and on each of your turns, you will draw a card from it. On your turn, you may draw one card from the top of this pile. II. Taking Turns 1. Draw one card from the deck and place it in the center of the table. In each new game, the dealer goes first, and plays then proceeds counterclockwise. Draw 1 card from the stockpile on your turn. You may examine the card, but do not show it to the other players. Take the card and place it in your hand. 2. If you have a meld, expose it by placing it face up on the table. Melds are made up of a combined equation with its corresponding gas law and graph description. Every meld has its corresponding points. P a g e | 36 Table 4. Scoring Guidelines Task Points Pair formula of a Gas Law Form 1 Pair formula of a Gas Law Form with related name of the specific Gas Law 3 Pair formula of a Gas Law Form with related name and description 5 Note: The points assigned to each task in this table serve as scoring guidelines in playing GasLawz Blitz. 3. Questions are provided on each round. Choose a question that best fits with your meld and gain points if you are able to choose the correct equation. Once your meld is exposed you cannot add anymore card on your meld or on another player’s meld. 4. At the end of your turn, discard a card. The final action on your turn is to discard a card after you have finished laying off. After discarding a card, take another card on the stockpile depending on the numbers of cards you discarded. 5. On each of your turns, repeat the sequence. After you finish your turn, the next player will proceed in the same manner. Continue playing the game by taking turns with your fellow players. III. Winning the Game 1. Every time you gain points, write your points on the score sheet provided. The winner of the game is the player who earned the biggest point. P a g e | 37 II. Student’s Evaluation towards the Use of GasLawz Blitz The GasLawz Blitz card game was evaluated by 40 students who participated in the experimental design using the following criteria: 1) Goals and objectives; 2) Design; 3) Components and organization; 4) Playability and playfulness; and 5) Usefulness. Tables 4 to 9 show the descriptive findings based on students' perceived views. Educational games must also be efficient in providing effective instructional strategy for teaching and learning scenario. Hence, their effective use can only be achieved if they are systematically evaluated to produce a productive outcome (Ahmad, 2018). The effectiveness of game-based learning often hinges on the alignment between the game and the topic being taught; this ensures that the students see the relevance of what they are learning. The game aligns closely with educational objectives by reinforcing conceptual understanding of gas laws. Through gameplay mechanics, challenges, and interactions, students engage with fundamental concepts such as Boyle's Law, Charles's Law, and the Ideal Gas Law. When educational games are closely aligned with the curriculum and learning objectives, students can see the direct connection between the game content and the concepts they are studying. This relevance enhances students' motivation to engage with the material, as they understand how the game relates to their academic goals and real-world applications. In the study conducted by Harteveld and Sutherland (2015), it highlighted that when designing a game as an assessment tool, it is important to make sure that the goals of and measures in the game are aligned with the desired skills relevant to the task being learned. The high mean score of 4.63 for item 5, which focuses on promoting discussion of Gas Laws, further reinforces the idea that the game effectively facilitates engagement with key topics (Table 5). One of the participants of this study also commented “My P a g e | 38 comment on this game is very fun and you can also learn the different types of law including the formulas. It can also enlighten the mind reserve for the future lessons”. This positive perception suggests that the game's design successfully aligns with the desired learning outcomes and skills. The alignment between student perception and achievement of learning objectives underscores the importance of designing educational games that are not only engaging but also closely aligned with desired learning outcomes. Table 5. Goals and objectives evaluation of the GasLawz Blitz card game (N=40) Goals and objectives Mean SD Interpretation 1. The purpose and rationale for the game are 4.43 0.64 Agree 4.43 0.69 Agree 3. The game was thought provoking. 3.55 1.32 Neutral 4. The game encourages student’s interaction. 4.58 0.78 Strongly Agree 5. The game promoted discussion of key 4.63 0.54 Strongly Agree 4.45 0.85 Agree 4.33 .91 Very Satisfactory fully explained. 2. The goals and objectives of the game are clearly defined. topics. 6. The card game helps with my recall of concepts/terms. Overall mean Intrinsic motivation is driven by the gameplay aesthetics as it contributes to the overall learning experience enjoyable and rewarding. The inner drive to engage in an activity is an important aspect in creating effective learning. The GasLawz Blitz card game has received positive ratings for its design, highlighting its focus on convenience, P a g e | 39 usability, and visual appeal. The cards are designed to be comfortable and practical, promoting a smooth gameplay experience. The game also features printed terms on all sides, allowing players to easily reference key terms and concepts. The game's representative pictures effectively convey concepts, enhancing the learning experience. Thoughtfully designed gameplay aesthetics that are visually appealing and userfriendly caters to diverse learning styles and preferences, making learning accessible to a wide range of learners. When students are intrinsically motivated, they are more likely to actively participate in learning activities, explore new concepts, and ultimately leading to deeper learning outcomes. According to, (Lungdren et al., 2009), a person can think that a game is good if it matches his or her preference regarding ideals of gameplay aesthetics. The card game effectively captures the attention of players and maintains their interest throughout the learning process. By incorporating visually appealing elements and intuitive design features, the game creates a stimulating and immersive learning environment that encourages active participation and critical thinking. The high mean score for the card design of the GasLawz Blitz Card Game, as indicated in the evaluation, suggests that it successfully aligns with the participants' expectations and preferences regarding gameplay aesthetics (Table 6). This alignment likely contributes to the game's effectiveness as a learning tool by enhancing intrinsic motivation, engagement, and satisfaction among learners. P a g e | 40 Table 6. Card design evaluation of the GasLawz Blitz card game (N=40) Card design Mean SD Interpretation 7. Card size is appropriate. 4.50 0.64 Strongly Agree 8. Having terms printed on all sides of the card 4.78 0.42 Strongly Agree 4.65 0.53 Strongly Agree 4.30 0.85 Agree 4.20 0.99 Agree 4.49 0.74 Outstanding is a helpful feature for the players’ handling of the cards. 9. The picture printed on the card is representative of the topic. 10. The material used in the preparation of the cards is durable. 11. The deck of cards is compact and can be easily carried around. Overall mean Educational games serve a specific purpose: to facilitate learning. The games are designed to engage students in a fun and interactive way, making the learning process more enjoyable and effective. While games should be engaging and enjoyable to sustain learners’ interest, the game must also facilitate meaningful learning experiences. Effective educational games are purposefully designed with specific learning objectives, these objectives outlines the knowledge, skills, and competencies that learners are expected to acquire in a gameplay. The game provided clear and concise directions of the game and the use of well-suited terminology were also considered, ensuring that players could easily understand the game. The players are tasked to form a pair of formulas of Gas Laws with its corresponding name and P a g e | 41 description, this effectively emphasizes the key points of the topic being played through game mechanics. By strategically integrating educational content into gameplay, players were exposed and engaged with essential concepts. Gas Laws is a complex topic of behavior of gases under different conditions, the number of cards included in the game strike a balance between sufficient content and reasonable length of gameplay, this allows players to learn and understand the concepts gradually without feeling overwhelmed by an excessive amount of information. One of the players also commented “It’s a good game because it makes the students learn the scientist/theorist, formula,and definition to play the game”. By incorporating the different components of the subject matter into gameplay, students are able to reinforce their knowledge in a hands-on and interactive way. Overall, the feedback from the students regarding the educational game on gas laws was positive and indicated that the game was effective in conveying the key points of the topic (Table 7). Table 7. Component and organization evaluation of the GasLawz Blitz card game (N=40) Components and organization Mean SD Interpretation 12. The directions were clear, concise, and 4.18 0.81 Agree 4.48 0.60 Strongly Agree 4.33 0.76 Agree 15. The number of cards was appropriate. 4.33 0.80 Agree 16. The length of time required to play the 4.03 1.07 Agree 4.23 0.83 Very Satisfactory easily understood. 13. The game emphasize key points of the topic played. 14. The terms used were appropriate to my level of knowledge. game is reasonable. Overall mean P a g e | 42 Active learning occurs when students are engage in the learning process through activities. This approach encourages students to participate in discussions, problemsolving, and hands-on experiences, leading to a deeper understanding of the topic. By actively engaging with the game's content and mechanics, players are more likely to absorb and retain information related to the game's themes and mechanics. The competitive and fast-paced nature of the game demands players' full attention to make strategic decisions, anticipate opponents' moves, and react quickly to changing circumstances. By regularly engaging in focused gameplay sessions, players can develop and strengthen their concentration skills over time. In the study of Rastegarpour and Marashi, (2012) found that playing games promoted active learning and concentration. The study's findings indicated that games are effective in teaching abstract concepts, are enjoyable, and allow students to benefit from the experiences of their classmates. The high mean scores for most items suggest that students found the game to be both fun and engaging (Table 8). The ability for players to make strategic decisions adds an extra layer of enjoyment to the game, making it a valuable learning tool that keeps students interested and excited about the subject matter. Games in the classroom would undoubtedly increase student engagement in their learning. P a g e | 43 Table 8. Playability and playfulness evaluation of GasLawz Blitz card game (N=40) Playability and playfulness Mean SD Interpretation 17. The game provides opportunity for healthy 4.48 0.64 Strongly Agree 18. The rules of the game provide players with 4.45 0.75 Agree 0.59 Strongly Agree competition and cooperation. equal conditions for fair play. 19. The rules of the game provide a set of 4.58 options for flexibility in making decisions when playing the game. 20. Playing the game was fun. 4.55 0.75 Strongly Agree Overall mean 4.51 0.68 Outstanding Game -based learning is a dynamic approach to education that emphasizes the practical value and relevance of acquired skills and knowledge. The GasLawz Blitz card game presents gas laws concepts in a clear and accessible manner during gameplay, and interactive elements within the game reinforce learning and help players retain key information. The game offers opportunities for exploration of basic knowledge, promoting a comprehensive understanding of gas laws. Furthermore, GasLawz Blitz enhances interaction by fostering collaboration and communication among players. According to the findings of Sezgin (2016), relevant research results have proved that educational games have a positive effect on the high-level thinking skills of the learners and increase the learners’ motivation. The positive feedback from students regarding the GasLawz Blitz card game is evident in the high mean scores obtained in the evaluation criteria (Table 9). Overall, the data shows that GasLawz Blitz is an effective and engaging educational resource that is well-received by students. P F g e | 44 Table 9. Usefulness evaluation of GasLawz Blitz card game (N=40) Usefulness Mean SD Interpretation 21. The game was effective in reviewing the 4.53 0.68 Strongly Agree 22. The game encouraged the players to dig 4.55 0.68 Strongly Agree 1.06 Agree 4.48 0.85 Strongly Agree 25. I would recommend the game to my peers. 4.43 0.87 Strongly Agree Overall mean 4.45 0.84 Very Satisfactory material. deeper into the subject matter. 23. Playing the game is a productive use of 4.25 time. 24. Playing the game helped my student’s establish better relationships with the members of the group. Table 10 shows the overall descriptive evaluation of the GasLawz Blitz card game based on five criteria. With high ratings across all categories, the game demonstrates strong performance, particularly in playability and card design. The overall mean score of 4.41 (SD = 0.82) indicates a very positive reception. Liu and Chen (2020) conducted a study on students' perceptions of an educational card game and the benefits of card games in terms of learning performance. The students demonstrated a positive attitude toward using the science card game and felt that the approach contributed to their learning. Thus, one can conclude that this GasLawz Blitz card game is a valuable tool for both education and engagement, with strong potential for wider adoption and recommendation. P a g e | 45 Table 10. Overall descriptive evaluation of GasLawz Blitz Evaluation in terms of: Mean SD Interpretation 1. Goals and objectives 4.33 0.91 Very Satisfactory 2. Card design 4.49 0.74 Outstanding 3. Components and organization 4.27 0.83 Very Satisfactory 4. Playability and playfulness 4.51 0.68 Outstanding 5. Usefulness 4.45 0.84 Very Satisfactory 4.41 0.82 Very Satisfactory Overall mean III. Improvement in Students’ Academic Achievement A paired sample t-test was used to compare the pre-test and post-test scores to see any changes in the academic performance of Grade 10 Einstein students, with N = 40 after using the GasLawz Blitz Card Game. This test is composed of forty (40) multiple-choice questions. Table 11. Significant Difference between the Mean Score of the Pretest and Posttest N Mean Standard Deviation Pretest 40 18.28 4.68 Posttest 40 24.2 7.34 df T 39 -6.47 Cohen’s d P-value Critical tvalue <.0001 2.70 0.962 Table 5 presents the result of research findings, indicating a notable contrast in scores between the pretest and post-test phases of the study. Initially, participants achieved an average score of 18.28, with a standard deviation of 4.68 during the pretest. P a g e | 46 However, following participation in the card game sessions, there was a clear improvement in participant performance, with post-test scores averaging 24.2 out of 40 and a standard deviation of 7.34. While this improvement underscores the positive impact of the card game approach on participants' grasp of gas laws, the mean score of 24.2 over 40 participants indicates that there’s potential to improve overall performance. In other words on average, participants might achieve better results if everyone scored the highest possible mark. Furthermore, the effect size, as assessed by Cohen’s d (d = 0.962), further emphasizes the significance of these findings, indicating a substantial effect of the approach on participant learning outcomes. A Cohen's d value of this magnitude suggests a significant enhancement in participant performance between the pretest and post-test phases, highlighting the effectiveness of the card game approach in promoting participants' understanding and mastery of gas laws. Moreover, the statistical analysis revealed a noteworthy disparity between pretest and post-test scores, with a t-value of -6.47 and a p-value of less than 0.0001. The degrees of freedom (df) for this analysis were 39, and the critical t-value was 2.70, further validating the significance of the findings. Based on the gathered data, it's clear how effective incorporating games in learning can be, as highlighted by (Jabbar & Felicia,2015), who emphasize that among various teaching approaches, game-based learning (GBL) is both educational and entertaining. Additionally, (Garris et al.,2002) note that it continuously engages students in activities. Educators use this motivation, as discussed by (Petsche, 2011), to design materials promoting intellectual development. Implementing game-based learning in our classroom not only enriches our learning experience but also positively impacts our emotions. P a g e | 47 The intrinsic nature of games, characterized by elements of competition and enjoyment, as discussed by (McGonigal,2011), was evident in the study. Participants displayed genuine enthusiasm, enjoyment, and engagement during the card game sessions, indicating a high level of interest and involvement in the learning process. This positive emotional response to the game-based learning experience suggests that the card game approach effectively cultivated an engaging and supportive learning environment, encouraging participants' active participation and enjoyment of the subject matter. By harnessing the educational potential of games, researchers can enhance participants' understanding of complex scientific concepts like gas laws while simultaneously promoting their engagement, motivation, and emotional well-being in the learning process. These findings underscore the significance of employing innovative teaching strategies to create meaningful and impactful learning experiences for participants in science education settings. P a g e | 48 CHAPTER 5 SUMMARY OF FINDINGS, CONCLUSIONS, AND RECOMMENDATION Summary of Findings GasLawz Blitz: An innovative card game designed to teach gas laws was evaluated in a study involving forty Grade 10 students from MOGCHS. The game effectively reinforces conceptual understanding of gas laws through interactive gameplay, aligning with educational objectives. Notably, post-test scores exhibited a substantial improvement compared to pre-test levels, indicating significant learning outcomes. The impact size (Cohen’s d) further underscores the game’s positive influence on participant academic performance. The participants displayed enthusiasm and engagement during gameplay sessions, indicating a high level of interest in the learning process. The game's design received positive ratings for its usability, visual appeal, and alignment with learning objectives. The game effectively promotes active learning by encouraging discussion, problem-solving, and hands-on experiences. Students found the game to be both fun and engaging, with high mean scores across evaluated criteria. Overall, GasLawz Blitz is regarded as an effective and engaging educational resource, with strong potential for wider adoption and recommendation in science education settings. Conclusion In light of the findings and results of this study, while the students' scores were below passing, there was a significant improvement in academic achievement among Grade 10 Einstein students (respondents) after participating in the GasLawz Blitz Card Game sessions. The game’s alignment with educational objectives, engaging gameplay mechanics, and positive impact on student performance indicate its potential as a P a g e | 48 valuable tool for science education. The study revealed a notable improvement in student academic achievement following participation in GasLawz Blitz sessions, highlighting the game’s ability to reinforce conceptual understanding of gas laws. Participants exhibited genuine enthusiasm and engagement during gameplay, indicating a high level of interest and involvement in the learning process. Overall, GasLawz Blitz emerges as a promising approach to teaching gas laws, offering an enjoyable and effective alternative to traditional instructional methods. Its success suggests potential for wider adoption and recommendation in science classrooms, with implications for enhancing student engagement and learning outcomes in science education. Recommendations Based on the findings of the study, the researchers propose the following recommendation for future researchers. 1. Explore the potential impact of integrating GasLawz Blitz into the regular curriculum as a supplementary teaching tool across various grades and topics. 2. Conduct a comparative study between GasLawz Blitz and traditional teaching methods to assess efficacy and student preference. 3. Examine the transferability of skills acquired through GasLawz Blitz gameplay to other Science, Technology, Engineering, and Mathematics (STEM) subjects or real-world scenarios. 4. Explore the feasibility of incorporating digital elements or gamification features to enhance GasLawz Blitz for a more interactive learning experience. P a g e | 49 References Ahmad, M. I. (2018). Evaluation of educational games based on students' perceptions: A case study in a Malaysian University. Universal Journal of Educational Research, 6(8), 1723-1730. Antunes, M., Pacheco, M. A. R., & Giovanela, M. (2012). Design and Implementation of an Educational Game for Teaching Chemistry in Higher Education. Journal of Chemical Education, 89(4), 517–521. Aslan, A., & Demircioglu, G. (2014). The effect of video-assisted conceptual change texts on 12th-grade students' alternative conceptions: The gas concept. Procedia Social and Behavioral Sciences, 116, 3115-3119. Ayyıldız, Y., & Tarhan, L. (2013). 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(2020). 11th Grade Students' Understanding Level of Gases in terms of Some Chemical Variables and the Determination of Alternative Conceptions. Science Education International, 31(4), 334-347. Nurhuda, T., Rusdiana, D., & Setiawan, W. (2017, February). Analyzing students' level of understanding on kinetic theory of gases. In Journal of Physics: Conference Series (Vol. 812, No. 1, p. 012105). IOP Publishing. Odenweller, C. M. et al. (1998). Educational card games for understanding gastrointestinal physiology. Advances in Physiology Education. Available at: https://journals.physiology.org/doi/abs/10.1152/advances.1998.275.6.S78 (Accessed: October 15, 2022). Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in human behavior, 63, 50-58. Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of Chemistry Concepts. Procedia - Social and Behavioral Sciences. Elsevier. P a g e | 55 P a g e |54 Rastegarpour, H., & Marashi, P. (2012). The role of games in teaching vocabulary to Iranian EFL learners. Theory and Practice in Language Studies, 2(5), 10211027. Sezgin, F. (2016). The effect of educational games on the high-level thinking skills of the learners. Universal Journal of Educational Research, 4(3), 590-597. Tan, W. L., Goh, D. H. L., & Ang, R. P. (2016). When Rules and Mechanics Matter: Gamification of Learning and Educational Games Design. Computers in Human Behavior, 61, 301-306. Wouters, P. (2019, November 30). The Role of Learning Styles in Game-Based Learning. International Journal of Game-Based Learning. Retrieved from https://eric.ed.gov/?id=EJ1239340. Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle: a review of trends in serious gaming for education. Review of Educational Research, 82, 61-89. P a g e | 56 APPENDICES A. Researcher-Made Validation Form For The Researcher-Made Achievement Test Expert Validation Form For Questions. Given your specialized knowledge and experience in Science Education, we are interested in hearing your thoughts on the questions formulated by our researchers. These questions are intended for use in both pretest and posttest evaluations. Your input will be invaluable in refining the questions and choices. Rest assured that your responses will be handled with the highest level of confidentiality, and the outcomes of this validation will be exclusively used for this study’s objectives. Item Decision Accept 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Modify Remarks Reject P a g e | 57 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. P a g e | 58 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. Validated by: _________________________ P a g e | 59 B. Card Game Evaluation Instrument Name (Optional): _______________________________________ DOMAINS RATINGS Strongly Agree (5) Goals and Objectives 1. The purpose and rationale for the game are fully explained. 2. The goals and objectives of the game are clearly defined. 3. The game was thought provoking. 4. The game encourages student’s interaction. 5. The game promoted discussion of key topics. 6. The card game helps with my recall of concepts/terms. Card Design 7. Card size is appropriate. 8. Having terms printed on all Agree Neutral Disagree (4) (3) (2) Strongly Disagree (1) P a g e | 60 four sides of the card is a helpful feature for the players’ handling of the cards. 9. The picture printed on the card is representative of the topic . 10. The material used (paper) in the preparation of the cards is durable. 11. The deck of cards is compact and can be easily carried around. Components and organization 12. The directions were clear, concise, and easily understood. 13. The game emphasize key points of the topic played. 14. The terms used were appropriate to my level of knowledge. 15. The number of cards was appropriate. 16. The length of time required to P a g e | 61 play the game is reasonable. Playability and playfulness 17. The game provides opportunity for healthy competition and cooperation. 18. The rules of the game provide players with equal conditions for fair play. 19. The rules of the game provide a set of options for flexibility in making decisions when playing the game. 20. Playing the game was fun. Usefulness 21. The game was effective in reviewing the material. 22. The game encouraged the players to dig deeper into the subject matter. 23. Playing the game is a productive use of time. 24. Playing the game helped my P a g e | 62 student’s establish better relationships with the members of the group. 25. I would recommend the game to my peers. TOTAL: C. Researcher-Made Achievement Test Name (Optional): Dear Participants, Greetings! We, the 4th year BSED – Science students of the College of Science and Technology Education of University of Science and Technology of Southern Philippines – CDO are undergoing a research entitled “Gaslawz Blitz: A Card Game in Understanding Gas Laws”. In connection with this, we are requesting for your valuable time and effort to answer all the questions in the questionnaire honestly and as best as you can, as they are significant and necessary for the completion of the study. Rest assured that any information received from you will be treated with dignity and confidentiality. Thank you so much! RESEARCHERS PRE-TEST / POST-TEST INSTRUCTION: Encircle the letter of the correct answer. 1. Boyle's Law is applicable to gases under which condition? a. Constant pressure b. Constant temperature c. Constant volume d. Constant temperature and pressure 2. What best explains the relationship described by Boyle's Law? a. As pressure increases, volume increases. b. As pressure increases, volume decreases. c. As temperature increases, volume decreases. d. As temperature increases, pressure decreases. P a g e | 63 3. If the volume of a gas is halved while keeping the temperature constant, what happens to the pressure according to Boyle's Law? a. It doubles. b. It triples. c. It halves. d. It remains the same. 4. If the volume of a gas is reduced, what happens to the pressure according to Boyle’s Law? a. It increases. b. It decreases. c. It halves. d. It remains the same. 5. In a scuba diving tank, the volume of air decreases as the diver descends deeper underwater. Which principle of gas behavior, related to pressure and volume, is illustrated by this scenario? a. Charles’ Law b. Boyle’s Law c. Avogadro’ Law d. Gay-Lussac’s Law 6. Choose the correct formula to be used in solving the problem below. If the volume of a gas is 8 L at a pressure of 3 atm, what will be the pressure if the volume is reduced to 4 L? a. PV = nRT b. 𝑉1 𝑉 1 2 = 𝑇2 𝑇 c. 𝑷𝟏 𝑽𝟏 = 𝑷𝟐 𝑽𝟐 d. 𝑉1 𝑉 1 2 = 𝑛2 𝑛 7. A balloon is inflated at sea level, where the atmospheric pressure is 1 atm. If the balloon is then taken to the top of a mountain where the atmospheric pressure is lower, how will the volume of the balloon change? a. It will increase b. It will decrease c. It will remain constant d. It will depend on the temperature 8. What does Charles' Law describe in relation to gases? a. Volume-Pressure relationship b. Volume-Temperature relationship c. Volume-Moles relationship P a g e | 64 d. Volume-Density relationship 9. What is the fundamental principle behind Charles' Law? a. Volume and temperature are directly proportional. b. Volume and pressure are inversely proportional. c. Volume and moles have a direct relationship. d. Volume and density are constant. 10. According to Charles’ Law, if the temperature of a gas is doubled while the pressure remains constant, what happens to the volume? a. It doubles. b. It triples. c. It halves. d. It remains the same. 11. According to Charles’ Law, what happens to volume of an ideal gas when its temperature increases? a. It decreases. b. It increases. c. It remains the same. d. It would depend on the type of gas. 12. A gas-filled weather balloon is released into the atmosphere. As the balloon rises, the temperature decreases. How does Charles's Law explain the behavior of the gas in this scenario? a. The volume decreases due to a decrease in pressure. b. The volume decreases due to a decrease in temperature. c. The volume increases due to a decrease in pressure. d. The volume increases due to a decrease in temperature. 13. A scientist is conducting an experiment with a gas confined to a constant volume. If the temperature of the gas is raised from 273 K to 373 K, what will happen to the pressure, based on Charles's Law? a. It will increase. b. It will decrease. c. It will remain constant. d. It will depend on the temperature. 14. Choose the correct formula to be used in solving the problem below. If the volume of a gas is 8 L at 100°C, what was the initial volume at 50°C? (Assume constant pressure) a. PV = nRT b. 𝑽𝟏 𝑽 𝟏 𝟐 = 𝑻𝟐 𝑻 P a g e | 65 c. 𝑃1 𝑉1 = 𝑃2 𝑉2 d. 𝑉1 𝑉 1 2 = 𝑛2 𝑛 15. What does Gay-Lussac's law describe? a. The relationship between pressure and volume at constant temperature. b. The relationship between temperature and volume at constant pressure. c. The relationship between pressure and temperature at constant volume. d. The relationship between moles and volume at constant pressure. 16. If the pressure of a gas is doubled while keeping the volume constant, according to Gay-Lussac's law, what happens to the temperature? a. It is halved. b. It is doubled. c. It remains constant. d. It quadruples. 17. How does Gay-Lussac's law differ from Boyle's law? a. Gay-Lussac's law involves volume and pressure, while Boyle's law involves volume and temperature. b. Gay-Lussac's law involves temperature and pressure, while Boyle's law involves volume and pressure. c. Gay-Lussac's law involves temperature and volume, while Boyle's law involves pressure and volume. d. Gay-Lussac's law and Boyle's law are identical. 18. If the temperature of a gas is increased while keeping the volume constant, what would happen to the pressure according to Gay-Lussac's law? a) It decreases. b) It increases. c) It remains the same. d) It would depend on the type of gas. 19. If a gas undergoes a process where its pressure is tripled while the volume is kept constant, what happens to its initial temperature according to Gay-Lussac's law? a. It becomes one-third of the initial temperature. b. It becomes three times the initial temperature. c. It remains constant. d. It becomes twice the initial temperature. 20. In an experiment, a scientist heats a sealed container with a fixed amount of gas. If the pressure inside the container is doubled due to the increase in temperature, P a g e | 66 what can be concluded about the initial conditions of the gas according to GayLussac's Law? a. The initial pressure was too low. b. The initial temperature was too high. c. The initial temperature was too low. d. The initial pressure and temperature were proportional. 21. Choose the correct formula to be used in solving the problem below. A gas in a closed container has an initial temperature of 300 K and a pressure of 2 atm. If the temperature is increased to 400 K, what will be the new pressure? a. b. 𝑷𝟏 𝑻𝟏 𝑉1 𝑇1 𝑷 = 𝑻𝟐 𝟐 𝑉2 = 𝑇 2 c. 𝑃1 𝑉1 = 𝑃2 𝑉2 d. 𝑉1 𝑛1 𝑉 = 𝑛2 2 22. What does the Combined Gas Law express the relationship between? a. Pressure and volume b. Volume and temperature c. Pressure, volume, and absolute temperature d. Moles and pressure 23. How does Combined Gas Law differ from Boyle's Law? a. Combined Gas Law involves three variables, while Boyle's Law involves two. b. Boyle's Law involves temperature changes, while Combined Gas Law does not. c. Combined Gas Law is applicable only to ideal gases, while Boyle's Law is not. d. Boyle's Law focuses on the relationship between pressure and volume. 24. If the volume of a gas is doubled while the pressure is halved and the temperature is kept constant, what happens to the Combined Gas Law constant (k)? a. It decreases. b. It increases. c. It remains the same. d. It would depend on the type of gas. 25. If the volume of a gas is doubled while keeping its pressure and temperature constant, what would be the effect on the initial gas quantity according to the combined gas law? a. It is halved. b. It is doubled. P a g e | 67 c. It remains constant. d. It quadruples. 26. If the pressure of a gas is tripled, the volume is halved, and the temperature remains constant, what is the new gas volume according to the Combined Gas Law? a. One-third of the original volume b. Half of the original volume c. The same as the original volume d. Double the original volume. 27. A scuba diver descends to a depth of 30 meters in a lake. If the initial pressure and temperature of the air in the scuba tank are known, how can the combined gas law be applied to predict the changes in volume and temperature as the diver descends? a. Volume increases, temperature decreases. b. Volume decreases, temperature decreases. c. Volume increases, temperature remains constant. d. Volume remains constant, temperature increases. 28. Choose the correct formula to be used in solving the problem below. A gas initially has a pressure of 2 atm, a volume of 3 L, and a temperature of 300 K. If the volume is increased to 6 L and the temperature is raised to 400 K, what will be the new pressure? a. 𝑃𝑉 = 𝑛𝑅𝑇 b. 𝑉1 𝑇1 𝑉 = 𝑇2 2 c. 𝑃1 𝑉1 = 𝑃2 𝑉2 d. 𝑷𝟏 𝑽𝟏 𝑻𝟏 = 𝑷 𝟐 𝑽𝟐 𝑻𝟐 29. What does Avogadro's law state about the relationship between the volume and the amount of gas when other factors such as temperature and pressure are held constant? a. They are directly proportional. b. They are inversely proportional. c. They are unrelated. d. They vary randomly. 30. What does ‘n’ denote in Avogadro’s law? a. Temperature b. Moles c. Pressure d. Volume P a g e | 68 31. In terms of gas behavior, what does Avogadro's Law describe, and how does this differ from the emphasis of Boyle's Law? a. Boyle's law relates pressure and volume; Avogadro's law relates volume and amount of gas. b. Boyle's law relates volume and temperature; Avogadro's law relates pressure and volume. c. Boyle's law relates temperature and pressure; Avogadro's law relates volume and amount of gas. d. Boyle's law and Avogadro's law are essentially the same. 32. If you have two containers of gas, one ccontaining helium (He) and the other containing nitrogen (N2), and both containers have the same volume and temperature, according to Avogadro's law, what can you conclude about the number of particles in each container? a. The containers have the same number of particles. b. The helium container has more particles. c. The nitrogen container has more particles. d. Particle count is not related to volume or temperature. 33. In a chemical reaction, if the number of moles of gas on the reactant side is different from the number of moles on the product side, how does Avogadro's law help in understanding the volume changes? a. It provides insights into the pressure changes. b. It explains the temperature changes. c. It relates volume changes to the ratio of moles. d. It is not applicable to chemical reactions. 34. A sealed container initially contains 1 mole of gas. If more gas is added to the container while keeping the temperature and pressure constant, how will the volume change, as per Avogadro's Law? a) The volume will increase. b) The volume will decrease. c) The volume will remain constant. d) The volume will depend on the specific gases involved. 35. What are the four variables described in the Ideal Gas Law? a. Pressure, Volume, Number of moles, Temperature b. Pressure, Velocity, Number of moles, Temperature c. Pressure, Volume, Number of moles, Time d. Pressure, Volume, Energy, Time 36. What is the constant 'R' in the Ideal Gas Law equation (PV = nRT)? a. Ratio constant b. Reaction constant P a g e | 69 c. Gas constant d. Relative constant 37. What best explains the assumptions made for a gas to be considered ideal? a. Particles have strong intermolecular forces. b. Particles have no forces acting among them and no atomic volume. c. Particles take up significant space. d. Particles move in irregular patterns. 38. If the volume of an ideal gas is doubled while keeping the temperature and the amount of gas constant, what happens to the pressure? a. It is halved. b. It is doubled. c. It remains constant. d. It quadruples. 39. If the volume of a gas is halved, while the pressure and temperature remain constant, how does the number of moles change according to the Ideal Gas Law? a. It doubles. b. It halves. c. It remains the same. d. It triples. 40. A researcher collects data on a gas at two different temperatures, T1 and T2. If the pressure and volume are constant, how does the ratio of the number of moles at T1 to the number of moles at T2 behave, based on the ideal gas law? a. It doubles. b. It halves. c. It remains the same. d. It triples. P a g e | 70 D. Pretest-Posttest Results (Grade 10- Einstein - MOGCHS) P a g e | 71 E. Letter for Pilot Testing P a g e | 72 F. Letter for Data Gathering P a g e |73 CURRICULUM VITAE PERSONAL DATA LAST NAME : BACULIO FIRST NAME : BRI AZARIAH ROJE MIDDLE NAME : LANZADERAS GENDER : MALE DATE OF BIRTH : MARCH 11, 2002 HOME ADDRESS : ZONE-4 MOLUGAN, EL SALVADOR CITY, MISAMIS ORIENTAL PHONE NUMBER : 0965 563 8949 EMAIL : lanzaderasbri@gmail.com MARITAL STATUS : SINGLE NATIONALITY : FILIPINO LANGUAGES : FLUENT IN FILIPINO, AND ENGLISH EDUCATIONAL ATTAINMENT 2008 – 2011 : ALUBIJID CENTRAL SCHOOL 2011 – 2014 : MOLUGAN CENTRAL SCHOOL 2014 – 2018 : ALUBIJID NATIONAL COMPREHENSIVE HIGH SCHOOSCHOOL 2018 – 2020 : INFORMATICS COMPUTER INSTITUTE 2020 – RECENT : UNIVERSITY OF SCIENCE AND TECHNOLOGY OF SOUTHERN PHILIPPINES WORK HISTORY FEBRUARY – MAY 2024 : PRE-SERVICE TEACHER MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL P a g e | 74 CURRICULUM VITAE PERSONAL DATA LAST NAME : DELA PEÑA FIRST NAME : MELANIE MIDDLE NAME : BAJA GENDER : FEMALE DATE OF BIRTH : OCTOBER 24, 2000 HOME ADDRESS : LAPAZ II COLAMBOG LAPASAN, CAGAYAN DE ORO CITY PHONE NUMBER : 09539949767/09533103926/09650628684 EMAIL ADDRESS : delapenamelanieb@gmail.com MARITAL STATUS : SINGLE NATIONALITY : FILIPINO LANGUAGES : ENGLISH, TAGALO, AND BISAYA EDUCATIONAL ATTAINMENT 2007 - 2012 EAST CITY CENTRAL SCHOOL 2012 - 2016 MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL 2016 - 2018 CAPITOL UNIVERSITY (SENIOR HIGH SCHOOL) 2020 - RECENT UNIVERSITY OF SCIENCE AND TECHNOLOGY SOUTHERN PHILIPPINES WORK HISTORY JUNE - JULY 2014. LOTTO AGENT JUNE - JULY 2018. BARANGGAY SUMMER JOB MARCH- MAY 2024 PRE-SERVICE TEACHER MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL CURRICULUM VITAE P a g e | 75 CURRICULUM VITAE PERSONAL DATA LAST NAME : LABAJO FIRST NAME : BREX MIDDLE NAME : MEÑUZA GENDER : MALE DATE OF BIRTH : AUGUST 17, 2001 HOME ADDRESS : F.S. CATANICO, CAGAYAN DE ORO CITY PHONE NUMBER : 09638299613 EMAIL ADDRESS : labajo.brex17@gmail.com MARITAL STATUS : SINGLE NATIONALITY : FILIPINO LANGUAGES : ENGLISH, TAGALOG, AND CEBUANO EDUCATIONAL ATTAINMENT 2013 - 2014 BIGA ELEMENTARY SCHOOL 2017 - 2018 LUGAIT NATIONAL HIGH SCHOOL 2016 - 2018 LUGAIT SENIOR HIGH SCHOOL 2020 - RECENT UNIVERSITY OF SCIENCE AND TECHNOLOGY OF SOUTHERN PHILIPPINES WORK HISTORY SEPTEMER – APRIL 2023 GRAPHICS DESIGNER & CONTENT CREATOR YGEIA ME VCO MARCH – MAY 2024 PRE-SERVICE TEACHER MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL TRAINING AND PROFESSIONAL DEVELOPMENT 2021 - DELEGATE ON EDUKADA: PROJECT PAGMATNGON OF TEACHER'S GUILD AT XAVIER UNIVERSITY - ATENEO DE CAGAYAN 2022 - DELEGATE ON SINGAPORE POLYTECHNIC CULTURAL EXCHANGE PROGRAMME 2022 - DELEGATE ON YOUTH FOR INCLUSIVE DEMOCRACY - MINDANAO COHORT AT ATENEO DE MANILA UNIVERSITY 2022 - DELEGATE ON LAYAG PILIPINAS AT ATENEO DE DAVAO UNIVERSITY P a g e | 76 2023 - DELEGATE ON 42ND ANNUAL NATIONAL CONVENTION FOR ADVISERS AND 26TH ANNUAL NATIONAL CONVENTION FOR STUDENT LEADERS AT BAGUIO TEACHERS' CAMP, LEONARD WOOD RD, BAGUIO, BENGUET 2023 - DELEGATE ON PURDUE FORT WAYNE ENGLISH LANGUAGE AND CULTURAL EXCHANGE PROGRAM (PLACE), USA 2023- DELEGATE ON YOUTH FOR INCLUSIVE DEMOCRACY—LEVEL UP FOR YOUTH-IN-ALUMNUS, SPEARHEADED BY THE EXECUTIVE EDUCATION PROGRAM OF THE ATENEO SCHOOL OF GOVERNANCE (ASOG) OF ATENEO DE MANILA UNIVERSITY (2023) IN PARTNERSHIP WITH KONRAD ADENAUER STIFTUNG (KAS), HELD AT QUEZON CITY HALL P a g e | 77 CURRICULUM VITAE PERSONAL DATA LAST NAME : SALON FIRST NAME : EROLYN FRANCES MIDDLE NAME : RAGADIO GENDER : FEMALE DATE OF BIRTH : AUGUST 6, 1999 HOME ADDRESS : PIAPING ITUM BRGY. MACABALAN CAGAYAN DE ORO CITY PHONE NUMBER : 09676139459 EMAIL : salonerolynfrances0@gmail.com MARITAL STATUS : SINGLE NATIONALITY : FILIPINO LANGUAGES : ENGLISH, TAGALOG, BISAYA EDUCATIONAL ATTAINMENT 2007 - 2013 CITY CENTRAL SCHOOL 2013 - 2018 MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL 2018 - 2020 SOUTHERN PHILIPPINES COLLEGE (SPC) 2020 - RECENT UNIVERSITY OF SCIENCE AND TECHNOLOGY SOUTHERN PHILLIPINES WORK HISTORY FEBRUARY – MAY 2024 : PRE-SERVICE TEACHER MISAMIS ORIENTAL GENERAL COMPREHENSIVE HIGH SCHOOL