MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System

Mathematical skills are essential for living and survival. TIMSS 2019 and PISA 2022 results show that the Philippines ranked last in mathematics in international assessments. Computer educational games influence academic achievement motivation. In connection with the challenges faced by public grade 8 students to the difficulty of mathematics, the development of the web-based application aims to teach students more about math and further develop their skills through motivation by using gamification and reward systems. This study focuses on the design and development of a web application incorporating gamification functionality to enhance the usability, motivation, and engagement of the grade 8 students' learning probability to promote student learning. The study was conducted at Benigno "Ninoy" S. Aquino High School. A quantitative research design was used in this study to examine the academic performance of grade 8 students. This quantitative approach was used to conduct a study to identify the differences between the experimental and control groups. The data was gathered through a quiz-type activity for the controlled and experimental groups. The study findings revealed that the experimental group, which was exposed to the gamified web application, had higher mean scores than the control group. The statistical analysis revealed a significant difference between the two groups. With a T-statistics = 10.748957 and P-value = 1.908744e-11, this demonstrates a considerable difference in knowledge development between traditional learning methods and the use of a web application. The findings validated the research question, which asked whether there was a substantial difference between the two methods of teaching. These findings have important implications for high school education, demonstrating the potential of the Web application's gamification design as a great tool for engaging and educating Grade 8 students about probability.

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Publication Details

Published
2024-10-18
DOI
https://doi.org/10.1145/3704217.3704232
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
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article

MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System

Mary Jane C. Samonte, Madeleine S. Lim, Ernesto Gabriel Maiquez, Francoise Therese Tuala
2 citations
Educational Games and Gamification
1.58
article

MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System

Mary Jane C. Samonte, Madeleine S. Lim, Ernesto Gabriel Maiquez, Francoise Therese Tuala
article en
2 citations

Abstract

Mathematical skills are essential for living and survival. TIMSS 2019 and PISA 2022 results show that the Philippines ranked last in mathematics in international assessments. Computer educational games influence academic achievement motivation. In connection with the challenges faced by public grade 8 students to the difficulty of mathematics, the development of the web-based application aims to teach students more about math and further develop their skills through motivation by using gamification and reward systems. This study focuses on the design and development of a web application incorporating gamification functionality to enhance the usability, motivation, and engagement of the grade 8 students' learning probability to promote student learning. The study was conducted at Benigno "Ninoy" S. Aquino High School. A quantitative research design was used in this study to examine the academic performance of grade 8 students. This quantitative approach was used to conduct a study to identify the differences between the experimental and control groups. The data was gathered through a quiz-type activity for the controlled and experimental groups. The study findings revealed that the experimental group, which was exposed to the gamified web application, had higher mean scores than the control group. The statistical analysis revealed a significant difference between the two groups. With a T-statistics = 10.748957 and P-value = 1.908744e-11, this demonstrates a considerable difference in knowledge development between traditional learning methods and the use of a web application. The findings validated the research question, which asked whether there was a substantial difference between the two methods of teaching. These findings have important implications for high school education, demonstrating the potential of the Web application's gamification design as a great tool for engaging and educating Grade 8 students about probability.

Mapúa University (PH)
Quality Education
Openalex Percentile: Top 14%
Educational Games and Gamification
1.58
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MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System — Mary Jane C. Samonte, Madeleine S. Lim, et al. · (2024) | TGRS Research Map | TGRS