Gamifying grade five mathematics towards improved academic performance/ (Record no. 16952)

MARC details
000 -LEADER
fixed length control field 02289nam a22002657a 4500
001 - CONTROL NUMBER
control field 16952
003 - CONTROL NUMBER IDENTIFIER
control field OCLRC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20260731013049.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
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040 ## - CATALOGING SOURCE
Original cataloging agency OCLRC
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number (Call Number) T 370 2025 0103
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Penaflor, Ezekiel G.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Pamplona, Rona L.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Cortum, Ericka Ann N.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Balon, Jessica N.
245 ## - TITLE STATEMENT
Title Gamifying grade five mathematics towards improved academic performance/
Statement of responsibility, etc. Ezekiel G. Penaflor, Ericka Ann N. Cortum, Jessica N. Balon, & Rona L. Pamplona.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. Parañaque City:
Name of publisher, distributor, etc. Olivarez College,
Date of publication, distribution, etc. 2025.
502 ## - DISSERTATION NOTE
Dissertation note Undergraduate thesis.
520 ## - SUMMARY, ETC.
Summary, etc. This research explored how gamifying mathematics instruction can improve academic achievement and engagement for Grade 5 students. Recognizing the prevalent issue of disinterest and anxiety associated with traditional math teaching, the study, conducted at Kabihasnan Paranaque Central School with 77 students, adopted gamification as an innovative educational approach. It was grounded in Experiential Learning Theory and Piaget' s motivation theory, both of which underscore the importance of active participation, real world experiences, and intrinsic motivation. The primary goal was to demonstrate how integrating game elements could create a more engaging and enjoyable learning environment. Utilizing a quasi-experimental methodology and the ADDIE framework, researchers developed and implemented a gamified instructional model for Grade 5 math, specifically designed to enhance motivation and academic results. Initial observation revealed a significant lack of engagement in traditional math settings. The implementation of gamified lessons yielded promising outcomes, consistent with existing research. The findings suggest that gamification effectively combats student indifference towards mathematics, leading to improved academic performance by transforming conventional learning into interactive and rewarding experiences. The study emphasizes the crucial role of innovative teaching methods and educators in fostering a positive and engaging math learning environment.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry gamifying
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry academic performance
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry kahoot
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry quizzes
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Theses/Dissertation
Location (call number prefix code) T 370 2025 0103
Holdings
Withdrawn status Lost status Piece physical condition (Damaged Status) Not for loan Home library Current library (holdingbranch) Date acquired Total checkouts Full call number Date last seen Price effective from Koha item type
        Olivarez College Learning Resource Center General Reference And Serial Section 07/31/2026   T 370 2025 0103 07/31/2026 07/31/2026 Theses/Dissertation