Improving Grade 7 Mathematics Outcomes through Game-Based Learning: An Action Research Study

Amid ongoing challenges in mathematics education and the rise of blended learning in the Philippines, this action research explored the use of both digital and non-digital game-based learning (GBL) strategies to improve Grade 7 students' performance and perceptions under the MATATAG Curriculum. Conducted at a laboratory school in Cebu City during the first semester of AY 2024–2025, the study involved 28 purposively selected students. A one-group pretest-posttest design assessed academic performance, while a survey measured students' attitudes, motivation, and engagement. Findings showed a statistically significant increase in post-test scores and generally positive affective responses. GBL was found to enhance student participation, enjoyment, and achievement in mathematics. However, teacher-researchers noted that its effectiveness depended on thoughtful game design, sound classroom management, and inclusive practices. They also emphasized the need to pair GBL with strategies that build math self-efficacy, strengthen conceptual understanding, and support long-term learning among diverse learners.

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Publication Details

Journal
The Normal Lights
Published
2025-06-30
DOI
https://doi.org/10.56278/tnl.v19i1.3132
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving Grade 7 Mathematics Outcomes through Game-Based Learning: An Action Research Study

Jo Ann M. Petancio, Cecille Sulpico, Rethey Jane Lapis, Nhem Rose Paner et al.
The Normal Lights
Educational Methods and Media Use
article

Improving Grade 7 Mathematics Outcomes through Game-Based Learning: An Action Research Study

Jo Ann M. Petancio, Cecille Sulpico, Rethey Jane Lapis, Nhem Rose Paner, Mark Isiah Sagaral, Janary Tura, Mariz Vismanos, Leah Marie Ibona-Mabini
article en

Abstract

Amid ongoing challenges in mathematics education and the rise of blended learning in the Philippines, this action research explored the use of both digital and non-digital game-based learning (GBL) strategies to improve Grade 7 students' performance and perceptions under the MATATAG Curriculum. Conducted at a laboratory school in Cebu City during the first semester of AY 2024–2025, the study involved 28 purposively selected students. A one-group pretest-posttest design assessed academic performance, while a survey measured students' attitudes, motivation, and engagement. Findings showed a statistically significant increase in post-test scores and generally positive affective responses. GBL was found to enhance student participation, enjoyment, and achievement in mathematics. However, teacher-researchers noted that its effectiveness depended on thoughtful game design, sound classroom management, and inclusive practices. They also emphasized the need to pair GBL with strategies that build math self-efficacy, strengthen conceptual understanding, and support long-term learning among diverse learners.

The Normal LightsVol. 19(1)
Openalex Percentile: Top 78%
Educational Methods and Media Use
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