Utilization of Pusdic Board Game in Increasing Level of Mastery of Grade 8 Learners in Predicting Phenotypic Expressions of Traits

Authors

  • Charlie T. Anselmo College of Education, Isabela State University, Cauayan City, Isabela, Philippines https://orcid.org/0009-0003-8543-5918 (unauthenticated)
  • Jeniffer L. Opeña Department of Education, Cauayan City National High School, Cauayan City, Isabela Philippines
  • Precila C. Delima Isabela State University, Cauayan City, Isabela, Philippines
  • Rhea P. Balbin Department of Education, Cauayan City National High School, Cauayan City, Isabela Philippines

DOI:

https://doi.org/10.11594/ijmaber.06.08.13

Keywords:

Board games, Mastery level, Mendelian Genetics, Phenotypic expressions of traits, Punnet Square Dihybrid Cross (PUSDIC) board game

Abstract

This study investigated the effectiveness of the Punnet Square Dihybrid Cross (PUSDIC) board game in enhancing Grade 8 students' mastery of predicting phenotypic expressions of traits. Using a quasi-experimental design with 40 students from Cauayan City National High School, the research compared an experimental group using the PUSDIC board game to a control group receiving traditional instruction. Results showed significantly higher post-test scores in the experimental group, with a mean increase of 28.10 points (p < .001) from pre- to post-test. The PUSDIC board game demonstrated a very large effect size, indicating its substantial impact on students' mastery of the subject. This interactive approach addresses challenges in teaching genetics by promoting active learning, critical thinking, and collaboration. The study supports the use of educational board games as an effective, accessible, and low-cost strategy for teaching complex scientific concepts to secondary school students, offering an engaging approach to improve science education outcomes.

Downloads

Download data is not yet available.

Author Biography

  • Charlie T. Anselmo, College of Education, Isabela State University, Cauayan City, Isabela, Philippines

    Charlie T. Anselmo is a Physics Lecturer at Isabela State University and a DOST scholar completing his PhD in Science Education (specializing in Physics) at De La Salle University–Manila. His work focuses on designing and evaluating mobile-responsive, AI- and AR-driven learning environments to boost comprehension and engagement in General Physics. To date, he has published over seventeen peer-reviewed articles on educational technology integration, serves on the editorial boards and review panels of several international journals, and presents regularly at regional and global conferences. Passionate about evidence-based innovation, Charlie also mentors undergraduate and graduate students in mixed-methods research, striving to bridge theory and practice in twenty-first-century physics instruction.

References

A. (2014b, March 27). The National Achieve-ment Test in the Philippines. https://www.philippinesbasiceducation.us/2013/07/the-national-achievement-test-in.html?m=1

Anderson-Levitt, K., & Gardinier, M. P. (2021). Introduction contextualising global flows of competency-based education: polyse-my, hybridity and silences. Comparative Education, 57(1), 1–18. https://doi.org/10.1080/03050068.2020.1852719

Anselmo, C. T. (2024). USE OF LEARNING KITS IN PHYSICS EDUCATION AND ITS EF-FECTIVENESS: A META-ANALYSIS. Igna-tian International Journal for Multidisci-plinary Research, 2(6), 307–323. https://doi.org/10.5281/zenodo.11474556

Balagtas, M. U., Garcia, D. C. B., & Ngo, D. C. (2019). Looking through Philippine’s K to 12 Curriculum in Mathematics and Sci-ence vis-a-vis TIMSS 2015 Assessment Framework. EURASIA Journal of Mathe-matics, Science and Technology Educa-tion, 15(12). https://doi.org/10.29333/ejmste/108494

Bayeck, R. Y. (2020). Examining Board Game-play and Learning: A Multidisciplinary Review of Recent Research. Simulation & Gaming, 51(4), 411–431. https://doi.org/10.1177/1046878119901286

Benefits of Using Board Games in the Class-room. (2022, January 31). User Generated Education. https://usergeneratededucation.wordpress.com/2022/01/31/benefits-of-using-board-games-in-the-class-room/#:~:text=They%20encourage%20criti-cal%20thinking%20and,%2C%20inquiry%2C%20and%20critical%20thinking

Bernardo, A. B. I., Calleja, M. O., Chua, U. C., Cordel, M. O., Teves, J. M. M., & Yap, S. A. (2023). Profiling low-proficiency science students in the Philippines using machine learning. Humanities and Social Sciences Communications, 10(1). https://doi.org/10.1057/s41599-023-01705-y

Chandir, H., & Gorur, R. (2021). Unsustainable measures? Assessing global competence in PISA 2018. Education Policy Analysis Archives, 29(August-December), 122. https://doi.org/10.14507/epaa.29.4716

Chen, J., Mei, B., & Yang, S. (2021). Towards the Sustainable Development of Digital Educational Games for Primary School Students in China. Sustainability, 13(14), 7919. https://doi.org/10.3390/su13147919

Egara, F. O., & Mosimege, M. (2024). Effect of blended learning approach on secondary school learners’ mathematics achieve-ment and retention. Education and In-formation Technologies, 29(15), 19863–19888. https://doi.org/10.1007/s10639-024-12651-w

Egara, F. O., & Mosimege, M. (2023). Effect of flipped classroom learning approach on mathematics achievement and interest among secondary school students. Edu-cation and Information Technologies, 29(7), 8131–8150. https://doi.org/10.1007/s10639-023-12145-1

Flores-Camacho, F., Calderón-Canales, E., Gar-cía-Rivera, B., Báez-Islas, A., & Gallegos-Cázares, L. (2021). Representational Tra-jectories in the Understanding of Mende-lian Genetics. Eurasia Journal of Mathe-matics, Science and Technology Educa-tion, 17(8), em1988. https://doi.org/10.29333/ejmste/10998

Fuster-Guilló, A., Jimeno-Morenilla, A., Rico-Soliveres, M. L., Restrepo-Calle, F., Azo-rín-López, J., & Pertegal-Felices, M. L. (2019). Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Frontiers in Psychology, 10(9). https://doi.org/10.3389/fpsyg.2019.02843

Hussein, M. H., Ow, S. H., Cheong, L. S., & Thong, M.-K. (2019). A Digital Game-Based Learning Method to Improve Stu-dents’ Critical Thinking Skills in Elemen-tary Science. IEEE Access, 7, 96309–96318. https://doi.org/10.1109/access.2019.2929089

Jimenez, J., & Errabo, D. D. (2024). Cross-Cultural Biology Teaching Using Next-Generation Science Standards. Education Sciences, 14(11), 1243. https://doi.org/10.3390/educsci14111243

Kijima, R., & Lipscy, P. Y. (2023). The politics of international testing. The Review of In-ternational Organizations, 19(1), 1–31. https://doi.org/10.1007/s11558-023-09494-4

Kuo, H.-C., Chang, C.-Y., Weng, T.-L., & Chang, C.-C. (2023). Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Compe-tencies and Creativity through Game-Based Learning. Sustainability, 15(4), 2968. https://doi.org/10.3390/su15042968

Lee, M., Shin, S., Lee, M., & Hong, E. (2024). Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials. BMC Medical Education, 24(1). https://doi.org/10.1186/s12909-024-06464-1

Lemos, M., Wolfart, S., & Rittich, A. B. (2023). Assessment and evaluation of a serious game for teaching factual knowledge in dental education. BMC Medical Educa-tion, 23(1). https://doi.org/10.1186/s12909-023-04498-5

Lestari, D. P., Herianto, H., Paidi, P., Supahar, S., & Suwarjo, S. (2023). Effect of science virtual laboratory combination with demonstration methods on lower-secondary school students’ scientific lit-eracy ability in a science course. Educa-tion and Information Technologies, 28(12), 16153–16175. https://doi.org/10.1007/s10639-023-11857-8

M. (2018, October 20). Cytogenetics Questions and Answers – Numerical Problems. Sanfoundry. https://www.sanfoundry.com/cytogenetics-questions-answers-numerical-problems/

Mao, W., Lei, H., Cui, Y., & Chiu, M. M. (2021). Effects of Game-Based Learning on

Students’ Critical Thinking: A Meta-Analysis. Journal of Educational Compu-ting Research, 59(8), 1682–1708. https://doi.org/10.1177/07356331211007098

Oanh, T. T. H., Thuy, L. T., & Huyen, N. T. T. (2024). The effect of simulation-based training on problem-solving skills, critical thinking skills, and self-efficacy among nursing students in Vietnam: a before-and-after study. Journal of Educational Evaluation for Health Professions, 21, 24. https://doi.org/10.3352/jeehp.2024.21.24

Safitri, D., Zubaidah, S., Gofur, A., & Lestari, S. R. (2024). Mobile Augmented Reality Ge-netics to Improve Students’ Mastery of Genetic Concepts. TEM Journal, 1399–1412. Portico. https://doi.org/10.18421/tem132-54

Flores-Camacho, F., Calderón-Canales, E., Gar-cía-Rivera, B., Báez-Islas, A., & Gallegos-Cázares, L. (2021). Representational Tra-jectories in the Understanding of Mende-lian Genetics. Eurasia Journal of Mathe-matics, Science and Technology Educa-tion, 17(8), em1988. https://doi.org/10.29333/ejmste/10998

Talan, T., Doğan, Y., & Batdı, V. (2020). Effi-ciency of digital and non-digital educa-tional games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Ed-ucation, 52(4), 474–514. https://doi.org/10.1080/15391523.2020.1743798

Wang, L.-H., Guan, J.-Q., Chen, B., Hwang, G.-J., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on stu-dentsu2019 learning achievement: a meta-analysis. International Journal of STEM Education, 9(1). https://doi.org/10.1186/s40594-022-00344-0

Downloads

Published

2025-08-23

How to Cite

Anselmo, C. T. ., Opeña, J. L. ., Delima, P. C. ., & Balbin, R. P. . (2025). Utilization of Pusdic Board Game in Increasing Level of Mastery of Grade 8 Learners in Predicting Phenotypic Expressions of Traits. International Journal of Multidisciplinary: Applied Business and Education Research, 6(8), 3892-3901. https://doi.org/10.11594/ijmaber.06.08.13