52 GACIS Proposal
52 GACIS Proposal
52 GACIS Proposal
By:
January 2019
I. INTRODUCTION AND RATIONALE
It has been observed by the researcher that the students in Mathematics classes are not
very much eager or motivated to learn the lessons. Because of this, the researcher has come up
with the idea of gamifying the classroom activities. To support the assumption that gamifying
classroom Mathematics activities will encourage students to be more active and participative,
thereby improving their learnings and achievements. Gamification is the process of adding
According to the Merriam Webster, the basic concept of gamification isn't new, but the
word itself is a 21st-century addition to the English lexicon. The word refers to the incorporation
of game elements, like point and reward systems, to tasks as incentives for people to participate.
In other words, gamification is about making something potentially tedious into a game.
Gamification is effective because it taps into people's natural desires for competition and
achievement. Teachers, managers, and others use gamification to increase participation and
improve productivity. Gamification is also often an essential feature in apps and websites
designed to motivate people to meet personal challenges, like weight-loss goals and learning
foreign languages; tracking your progress is more fun if it feels like a game.
This is supported by Boyle, (2011) who said that games offer a unique structure to
complement traditional teaching strategies and infuse teaching with energy, spark innovate
thinking and provide diversity in teaching methods. Games make learning concepts more
palatable for students and supply learners with a platform for their creative thoughts to bounce
around. Games encourage creative behaviour and divergent thought and excellent ice breakers.
Games will often act as learning triggers inducing lively discussion on learning concepts
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As pedagogical devices, games are extremely useful – they can enliven teaching topics
and is especially effective for dealing with problem solving and key concepts. Research shows
that “games have a special role in building students’ self-confidence” and “they can reduce the
gap between quicker and slower learners”. (Boyle, 2011) And Tanaka (2018) said, “If you want
an effective intervention, you’d better gamify it; you’d better make it fun for kids.”
This is also supported by Schaaf and Quinn (2019), who affirmed that games promote
situated learning, or in other words, learning that occurs in groups of practice during immersive
experiences. Oftentimes, playing games are the first method children use to explore higher-order
thinking skills associated with creating, evaluating, analyzing, and applying new knowledge.
This gamification has been conceptualized by the researcher to improve the performance
and achievement of the students in his class and later to share this concept with other Math
teachers.
In today’s classroom, educators are constantly required to mold their teaching methods to
give students the best opportunity to succeed. It is not only imperative for students to learn the
required material, but also critical that students gain a sense of confidence toward their work, and
find motivation to expand their learning. However, this can be difficult for some students, who
may struggle in traditional, lecture-based class styles. For some students, finding the motivation
to complete homework or prepare for class can be a constant struggle, especially when every
effort is met with a poor grade or frustration from teachers and parents. Therefore, teachers must
become more and more creative when motivating students to learn. (Acedo, 2019)
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A big challenge teachers face is presenting course material in a way that peaks their
students’ interest and engages them to participate. (Stocco, 2016) It’s a challenge for any teacher
—especially ones who are new to the profession—to capture and sustain student interest. But are
all strategies to motivate and engage created equal? This is one of the key questions as
“gamification” takes hold in more classrooms across the country, and excited teachers spread
Games have many elements that make them powerful vehicles for human learning. They
are commonly structured for players to solve a problem; an essential skill needed for today and
tomorrow. Many games promote communication, cooperation, and even competition amongst
players. Some of the most immersive games have a rich narrative that spawns creativity and
imagination in its players. Finally, depending on how they are designed, games can both teach
and test their players. They are incredible packages of teaching, learning, and assessment.
Games are one motivator that almost all kids are responsive to. Many teachers have had
the experience of asking students to stop playing games during class. However, it can be
rationalized that games can be a very strong motivator for students when the same game
elements are applied in an educational context. Thus, some educators have adopted the concept
2019)
As games become a bigger part of culture, the potential they have to transform students’
experiences in school grows. By the time kids are 21, they’ve played 10,000 hours of video
games, the same amount of time they’ve spent in school. Because of this, they’re more likely to
respond to the use of games in other settings, like the classroom. This is called gamification, or
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applying game principles to non-game situations. Gamification is more likely to be successful
today because students are more willing to be active participants in its implementation. They
naturally gravitate to the aesthetics of games and immediately understand and respect their
According to Stocco (2016), gamification is a technique teachers can use to get students
involved in classroom activities and encourage them to learn course material. Gamification does
this by using “game design elements in non-game contexts”. Gaming elements help motivate
students by making lessons more fun and offering other incentives. For example, students
answering questions in the classroom is not a gamified activity, but can be transformed into a
gameful design by adding rewards or points for questions that are answered correctly.
This is not an entirely new method of reinforcing information, as teachers have long been using
songs, games, and hands-on activities to make learning more engaging. However, gamification
has recently become a more popular topic for educators discovering more of the motivations
In addition, Haiken (2017) affirmed that gamification is about transforming the classroom
environment and regular activities into a game. It requires creativity, collaboration and play.
There are numerous ways to bring games and game playing into the content area classroom to
promote learning and deepen student understanding. Whether teachers are looking to bring some
aspect of gaming into their class or use a game platform across the curriculum, they can use
The structural elements of games are also especially suited to serve this current
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elements such as storytelling, problem solving, aesthetics, rules, collaboration, competition,
reward systems, feedback, and learning through trial and error into non-game situations has
When fun and learning come together, the result can be better retention, more
engagement, and a generally positive attitude towards the process of understanding a new
concept. The pursuit of improved student engagement and creating immersive experiences were
the catalysts for the gamification movement. Students using gamification to its fullest are
actively involved in evaluating and analyzing new concepts, benefitting the reinforcement and
Turning a classroom lesson into a game can trigger the same internal quest to conquer
and succeed. Students who might not have enjoyed memorizing flashcards might find themselves
more motivated to win a challenge or participate in a board game that uses the same, previously
boring, flashcards. This change in direction benefits students who are not motivated to engage
with concepts through reading a textbook or memorizing flashcards, while also introducing more
One of the biggest benefits of gamification in the classroom is its versatility. Teachers
can choose whether to make an individualistic game out of learning for the whole class to play at
once, or a game played in small groups to encourage teamwork. A game offers students instant
feedback, gives students who might otherwise have sat quietly in the background a chance to
participate, and can place an emphasis on practice and mastering the information. (Stem, 2017)
While students are collecting points, leveling up, and competing against each other, I am
collecting data, tracking progress, and tailoring the rules, rewards and quests to build positive
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class culture while pushing student achievement. Students become eager to participate in the
activities that they need to do to improve, and when students buy in, they make school a game
The argument is that games for entertainment have been shown to be able to motivate
learners to stay engaged over long periods through a series of game features that are of a
motivational nature. These features include incentive structures, such as stars, points,
leaderboards, badges, and trophies, as well as game mechanics and activities that learners enjoy
or find interesting. From a game design perspective, it is less desirable to use game features to
themselves interesting, but little if any empirical evidence exists for the relative impact of each
Any educator and researcher will tell you that students learn much better when they are
motivated. Recent studies have explored what makes video games so addictive. It turns out it’s
because video games fulfill three basic needs: the need for autonomy (being able to make
choices), the need for competency (to overcome challenges), and the need for relationships
(which add a perceived value to the game). Studies in education show that the needs fulfilled by
video games are actually the same three factors that one has to take into account to stimulate
motivation in learning. Games can be used to motivate students in surprising ways. (Przybylski,
A. K.,2006)
Most theories make a distinction between intrinsic motivation, in which students are
motivated to do an activity for its own sake, and extrinsic motivation, in which students are
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cannot be viewed as a dichotomy of intrinsic and extrinsic factors but that it operates in a
continuum to satisfy innate psychological needs for competence, autonomy, and relatedness.
From the perspective of the design of games for learning, there is an added layer of complexity
in that if the learning and game mechanics are not tightly linked, students may be intrinsically
motivated to play the game but not necessarily to learn, which can lead to “gaming the system”
in which students find ways to complete the game without necessarily learning the educational
content. Motivation elements, therefore, can be considered to be intrinsic or extrinsic to the game
as well as to the learning content, depending on how they are designed and how they are
activities. Gamification can motivate individual participation both intrinsically and extrinsically.
1. Intrinsic motivation occurs when an individual participates simply because they are
enjoying the activity. Intrinsic motivation is voluntary and is not dependent on external
rewards.
2. Extrinsic motivation involves some alternate or external goal individuals are trying to
reach. For instance, an individual is extrinsically motivated to complete a task when they
Both extrinsic and intrinsic motivations are important for developing effective gamified
activities and applications. Extrinsic motivations are good for getting students interested in a new
concept or topic, whereas intrinsic motivation is better for long-term engagement. Gamification
can transform an activity from something that is not-so-fun into something that individuals
voluntarily want to be a part of. The application of gamification in education and the classroom
is invaluable since it can spark curiosity and foster autonomous learning. (Stocco, 2016)
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Though there are those who criticize gamification, it is undeniable that gamification
provides students and teachers with a new and innovative way of facilitating learning.
Gamification has the ability to transform the classroom to teach students practical skills, foster
collaboration and creativity, as well as motivate students to advance their own learning through
CONCEPTUAL FRAMEWORK
cooperation and camaraderie. Because of their desire to win in the coming games, they will be
motivated to be more active and to strive to learn more in the following lessons. This concept is
RESEARCH PARADIGM
Increased Motivation
Gamified Evaluation and Active Participation
Improved Achievement
Activities in Learning Coming
Lessons
The research paradigm shows that gamified evaluation activities (Input) would result to
increased motivation and active participation in learning coming lessons (Process) which would
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III. RESEARCH QUESTIONS
This study will seek to create an instructional design that is game-based and will
3. Is there a significant difference between the post-test scores of the control and experimental
group?
Mathematics?
This study is limited to the use and effect of gamified evaluation as used with two groups
of Grade 10 students of Marcelino A. Javarez National High School in the School Year 2019-
2020. It is also limited to the use and effects of gamified evaluation of the lessons in First
Quarter.
V. RESEARCH METHODOLOGY
This study will use quasi-experimental design with pre-test and post-test. Grade 10
students will be divided into two groups, the experimental and the control group with 30
respondents each. At the beginning of the School Year 2019-2020 for Mathematics 10, a pilot
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pre-test will be administered to two groups of respondents. The experimental group will be
exposed to the gamified evaluation while the control group will be employed with the usual way
of evaluation. At the end of the First Quarter, post-test will be administered to the two groups.
The mean and standard deviation will be used to determine the level of performance of control
and experimental groups. The t-test will be also employed to determine the significant difference
a. SAMPLING
The samples of the study will be the selected two sections of Grade 10 students of
The data will be gathered from the result of the pre-test and post-test of the two groups of
respondents, the con troll group and the experimental group. The researcher will also employ
c. ETHICAL ISSUES
The researcher will submit request letter to the Office of the Schools Division
Superintendent asking permission to conduct the study. In addition to that, the researcher will
also write a letter to the School Principal of Marcelino Abadiano National High Schoolto allow
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Subject the data for statistical treatment The Researcher August, 2019
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VII. COST ESTIMATES
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TOTAL Php 14,690.00
After the research has been approved by the research panel, it will be shared with the
other Mathematics teachers in the Department of Education - Division of Puerto Princesa City.
IX. REFERENCES
Acedo, Mike (2019). 10 Specific Ideas To Gamify Your Classroom. Retrieved January 6, 2019
from https://www.teachthought.com/pedagogy/how-to-gamify-your-classroom/
Haiken, Michele (2017). 5 Ways To Gamify Your Classroom. Retrieved December 15, 2018 from
https://www.iste.org/explore/articledetail?articleid=884
Przybylski, A. K., (2006). The Motivational Pull Of Video Games: A Self-Determination Theory
Approach. Retrieved December 15, 2018 from https://www.classcraft.com/gamification/
Schaaf, Ryan & Quinn , Jack (2019). 12 Examples Of Gamification In The Classroom. Retrieved
December 18, 2018 from https://www.teachthought.com/the-future-of-learning/12-
examples-of-gamification-in-the-classroom/
Stem (2017). The Importance of Gamification in the Classroom. Retrieved December 16, 2018
from https://blog.schoolspecialty.com/the-importance-of-gamification-in-the-classroom/
Tanaka, James (2018). Can science-based video games help kids with autism?. Retrieved
January 3, 2019 from https://www.sciencemag.org/news/2018/06/can-science-based-
video-games-help-kids-autism
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Walker, Tim (2019), Gamification in the Classroom: The Right Way or Wrong Way to Motivate
Students?. Retrieved December 15, 2018 from http://www.nea.org/tools/59782.htm
Zicherman (n.d.). Fun is the Future: Mastering Gamification. Retrieved December 15, 2018
from http://trascriptvids.com/v3/601gNVesaE4g.html
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The Questionnaire
GAMIFIED EVALUATION AND ITS EFFECTS TO STUDENTS’
MOTIVATION AND ACHIEVEMENT IN MATHEMATICS
Statements Scale
5 4 3 2 1
of MATHalinos activities.
through activities.
enjoyable.
the lessons.
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during MATHalinos activities.
activities.
MATHalinos.
activities.
understanding.
MATHalinos activities.
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PRE-TEST
MATHEMATICS 10 FIRST QUARTER LESSSONS
Choose the letter of the best answer and write it on the space before each number.
______1. What is the next term in the geometric sequence 4, -12, 36?
A. -42 B. -54 C. -72 D. -108
13 7 15
______2. Find the common difference in the arithmetic sequence 3, , , ,…
4 2 4
1 3 5
A. B. C. D. 4
4 4 24
______3. Which set of numbers is an example of a harmonic sequence?
1 1 1 1 1 1 1 1
A. ,− , ,− C. , , ,
2 2 2 2 3 9 27 81
1 2 2 2
B. , -1, 2, -4 D. 2, , ,
2 3 5 7
______4. What is the sum of all the odd integers between 8 and 26?
A. 153 B. 151 C. 149 D. 148
______5. If three arithmetic means are inserted between 11 and 39, find the second arithmetic
mean.
A. 18 B. 25 C. 32 D. 46
______6. If three geometric means are inserted between 1 and 256, find the third geometric
mean.
A. 64 B. 32 C. 16 D. 4
1 1 1 1
______7. What is the next term in the harmonic sequence , , , ,…?
11 15 19 23
1 1
A. 27 B. 25 C. D.
25 27
______8. Which term of the arithmetic sequence 4, 1, -2, -5, . . . is -29?
A. 9th term B. 10th term C. 11th term D. 12th term
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2 2
______9. What is the 6th term of the geometric sequence , , 2,10, ...?
25 5
A. 25 B. 250 C.1250 D.2500
______10. The first term of an arithmetic sequence is 2 while the 18th term is 87. Find the
common difference of the sequence.
A. 7 B. 6 C. 5 D. 3
______11. What is the next term in the Fibonacci sequence 1, 1, 2, 3, 5, 8, ...?
A. 13 B. 16 C. 19 D. 20
______12. Find the sum of the geometric sequence where the first term is 3, the last term is 46
875, and the common ratio is 5.
A. 58 593 B. 58 594 C. 58 595 D. 58 596
______13. Find the eighth term of a geometric sequence where the third term is 27 and the
common ratio is 3.
A. 2187 B. 6561 C. 19 683 D. 59 049
______14. Which of the following is the sum of all the multiples of 3 from 15 to 48?
A. 315 B. 360 C. 378 D. 396
2
n −1
______15. What is the 7th term of the sequence whose nth term is a n= 2
n +1
24 23 47 49
A. B. C. D.
25 25 50 50
______16. What is the nth term of the arithmetic sequence 7, 9, 11, 13, 15, 17, . .?
A. 3n+4 B. 4n+3 C. n+2 D. 2n+5
1 1 1 1
______17. What is the nth term of the harmonic sequence , , , ,...?
2 4 6 8
1 1 1 1
A. B. 2 C. D.
n+1 n +1 2n 4 n−2
______18. Find p so that the numbers 7p+2, 5p+12, 2p-1,… form an arithmetic sequence.
A. -8 B. -5 C. -13 D. -23
3 9 27 81
______19. What is the sum of the infinite geometric series − + - + ¿…?
4 16 64 256
3 3
A. 3 B. 1 C. D.
4 7
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______20. Find k so that the numbers 2k+1, 3k+4, and 7k +6 form a geometric sequence.
A. 2; -1 B. -2; 1 C. 2; 1 D. -2; -1
______21. Glenn bought a car for Php600,000. The yearly depreciation of his car is 10% of its
value at the start of the year. What is its value after 4 years?
A. Php437,400 B. Php438,000 C. Php393,660 D. Php378,000
______22. During a free-fall, a skydiver jumps 16 feet, 48 feet, and 80 feet on the first, second,
and third fall, respectively. If he continues to jump at this rate, how many feet will he have
jumped during the tenth fall?
A. 304 B. 336 C. 314 928 D. 944 784
______23. Twelve days before Valentine’s Day, Carl decided to give Nicole flowers according
to the Fibonacci sequence. On the first day, he sent one red rose, on the second day, two red
roses, and so on. How many roses did Nicole receive during the tenth day?
A. 10 B. 55 C. 89 D. 144
______24. A new square is formed by joining the midpoints of the consecutive sides of a square
8 inches on a side. If the process is continued until there are already six squares, find the sum of
the areas of all squares in square inches.
A. 96 B. 112 C. 124 D. 126
______25. In President Sergio Osmeña High School, suspension of classes is announced through
text brigade. One stormy day, the principal announces the suspension of classes to two teachers,
each of whom sends this message to two other teachers, and so on. Suppose that text messages
were sent in five rounds, counting the principal’s text message as the first, how many text
messages were sent in all?
A. 31 B. 32 C. 63 D. 64
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POST TEST
MATHEMATICS 10 FIRST QUARTER LESSSONS
Choose the letter of the best answer and write it on the space before each number.
______1. If three geometric means are inserted between 1 and 256, find the third geometric
mean.
A. 64 B. 32 C. 16 D. 4
______2. Which term of the arithmetic sequence 4, 1, -2, -5, . . . is -29?
A. 9th term B. 10th term C. 11th term D. 12th term
13 7 15
______3. Find the common difference in the arithmetic sequence 3, , , ,…
4 2 4
1 3 5
A. B. C. D. 4
4 4 24
______4. If three arithmetic means are inserted between 11 and 39, find the second arithmetic
mean.
A. 18 B. 25 C. 32 D. 46
______5. Which set of numbers is an example of a harmonic sequence?
1 1 1 1 1 1 1 1
A. ,− , ,− C. , , ,
2 2 2 2 3 9 27 81
1 2 2 2
B. , -1, 2, -4 D. 2, , ,
2 3 5 7
______6. What is the sum of all the odd integers between 8 and 26?
A. 153 B. 151 C. 149 D. 148
______7. What is the next term in the Fibonacci sequence 1, 1, 2, 3, 5, 8, ...?
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A. 13 B. 16 C. 19 D. 20
1 1 1 1
______8. What is the next term in the harmonic sequence , , , ,…?
11 15 19 23
1 1
A. 27 B. 25 C. D.
25 27
______9. What is the next term in the geometric sequence 4, -12, 36?
A. -42 B. -54 C. -72 D. -108
2 2
______10. What is the 6th term of the geometric sequence , , 2,10, ...?
25 5
A. 25 B. 250 C.1250 D.2500
______11. The first term of an arithmetic sequence is 2 while the 18th term is 87. Find the
common difference of the sequence.
A. 7 B. 6 C. 5 D. 3
______12. Find the sum of the geometric sequence where the first term is 3, the last term is 46
875, and the common ratio is 5.
A. 58 593 B. 58 594 C. 58 595 D. 58 596
______13. Find k so that the numbers 2k+1, 3k+4, and 7k +6 form a geometric sequence.
A. 2; -1 B. -2; 1 C. 2; 1 D. -2; -1
______14. Find the eighth term of a geometric sequence where the third term is 27 and the
common ratio is 3.
A. 2187 B. 6561 C. 19 683 D. 59 049
3 9 27 81
______15. What is the sum of the infinite geometric series − + - + ¿…?
4 16 64 256
3 3
A. 3 B. 1 C. D.
4 7
______16. Which of the following is the sum of all the multiples of 3 from 15 to 48?
A. 315 B. 360 C. 378 D. 396
2
n −1
______17. What is the 7th term of the sequence whose nth term is a n= 2
n +1
24 23 47 49
A. B. C. D.
25 25 50 50
______18. What is the nth term of the arithmetic sequence 7, 9, 11, 13, 15, 17, . .?
22
A. 3n+4 B. 4n+3 C. n+2 D. 2n+5
1 1 1 1
______19. What is the nth term of the harmonic sequence , , , ,...?
2 4 6 8
1 1 1 1
A. B. 2 C. D.
n+1 n +1 2n 4 n−2
______20. Find p so that the numbers 7p+2, 5p+12, 2p-1,… form an arithmetic sequence.
A. -8 B. -5 C. -13 D. -23
______21. A new square is formed by joining the midpoints of the consecutive sides of a square
8 inches on a side. If the process is continued until there are already six squares, find the sum of
the areas of all squares in square inches.
A. 96 B. 112 C. 124 D. 126
______22. During a free-fall, a skydiver jumps 16 feet, 48 feet, and 80 feet on the first, second,
and third fall, respectively. If he continues to jump at this rate, how many feet will he have
jumped during the tenth fall?
A. 304 B. 336 C. 314 928 D. 944 784
______23. In President Sergio Osmeña High School, suspension of classes is announced through
text brigade. One stormy day, the principal announces the suspension of classes to two teachers,
each of whom sends this message to two other teachers, and so on. Suppose that text messages
were sent in five rounds, counting the principal’s text message as the first, how many text
messages were sent in all?
A. 31 B. 32 C. 63 D. 64
______24. Glenn bought a car for Php600,000. The yearly depreciation of his car is 10% of its
value at the start of the year. What is its value after 4 years?
A. Php437,400 B. Php438,000 C. Php393,660 D. Php378,000
______25. Twelve days before Valentine’s Day, Carl decided to give Nicole flowers according
to the Fibonacci sequence. On the first day, he sent one red rose, on the second day, two red
roses, and so on. How many roses did Nicole receive during the tenth day?
A. 10 B. 55 C. 89 D. 144
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ANNEX 1: Research Proposal Application Form and Endorsement of Immediate Supervisor
A. RESEARCH INFORMATION
RESEARCH TITLE
This study will use quasi-experimental design with pre-test and post-test. Respondents will be
divided into two groups, the experimental and the control group with 30 respondents each. This
study is limited to the use and effect of gamified evaluation as used with two groups of Grade 10
students of Marcelino A. Javarez National High School in the School Year 2019-2020.
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o Others (please specify): _________
TOTAL AMOUNT
* indicate also if proponent will use personal funds
B. PROPONENT INFORMATION
SIGNATURE OF PROPONENT:
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IMMEDIATE SUPERVISOR’S CONFORME
I hereby endorse the attached research proposal. I certify that the proponent/s has/have the
capacity to implement a research study without compromising his/her office functions.
______________________________________
Name and Signature of Immediate Supervisor
Position / Designation:_______________
Date: ___________________
DECLARATION OF ANTI-PLAGIARISM
1. I, ___R-Ley John M. Gacis____ understand that the plagiarism is the act of taking and
using another’s idea and works and passing them off as one’s own. This includes
explicitly copying the whole work of another person and/or using some parts of their
work without prior acknowledgment and referencing.
2. I hereby attest to the originality of this research proposal and has cited properly all the
references used. I further commit that all deliverables and the final research study
emanating from this proposal shall be of original content. I shall use appropriate citations
in referencing other works from various sources.
3. I understand that violation from this declaration and commitment shall be subject to
consequences and shall be dealt with accordingly by the Department of Education and
(insert grant mechanism).
SIGNATURE: ______________________________
DATE: _______________________
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