Gamifying grade five mathematics towards improved academic performance/ Ezekiel G. Penaflor, Ericka Ann N. Cortum, Jessica N. Balon, & Rona L. Pamplona.
Material type:
TextPublication details: ParanÌaque City: Olivarez College, 2025.Subject(s): DDC classification: - T 370 2025 0103
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General Reference And Serial Section | Olivarez College Learning Resource Center | T 370 2025 0103 (Browse shelf(Opens below)) | Available |
Undergraduate thesis.
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.
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