Math-TALINO: Transform Learning Numeracy in Kindergarten Through Game Experience Using ‘Scratch’

This study evaluated the quality, technology acceptability, and usability of the Math-TALINO game made by Scratch at the kindergarten level.The study aimed to increase the level of numeracy skills of the pupils, utilizing a descriptive-developmental quantitative research design, and a Focus Group Discussion was used to further explain and validate users' experiences, focusing on the interpretation of the data.The participants included 8 kindergarten teachers, 1 master teacher, 1 head teacher, and 1 LRMDS Coordinator selected in one DepEd school in Pulilan, Bulacan.Likewise, the data were collected using adopted survey instruments anchored to the quality, acceptability, and usability of the developed game.Using descriptive statistics, the result revealed that the quality and acceptability of the game developed by Scratch is highly remarkable, and with a total of 97.81% identified as excellent for its system usability.Additionally, key findings revealed that the developed game contributed to the teachers' ability to apply technology as an instructional tool in numeracy, and it provided excellent performance for the pupils in learning and developing their numeracy skills.Overall, the game promotes to strengthening of the numeracy skills of young learners; therefore, it is suggested to integrate the Scratch game into other kindergarten subjects to further enhance children's learning experiences.

Publication Details

Journal
International Research Journal of Modernization in Engineering Technology and Science
Published
2025-07-01
DOI
https://doi.org/10.56726/irjmets76892
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
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article

Math-TALINO: Transform Learning Numeracy in Kindergarten Through Game Experience Using ‘Scratch’

International Research Journal of Modernization in Engineering Technology and Science
Mathematics Education and Pedagogy
article

Math-TALINO: Transform Learning Numeracy in Kindergarten Through Game Experience Using ‘Scratch’

article en

Abstract

This study evaluated the quality, technology acceptability, and usability of the Math-TALINO game made by Scratch at the kindergarten level.The study aimed to increase the level of numeracy skills of the pupils, utilizing a descriptive-developmental quantitative research design, and a Focus Group Discussion was used to further explain and validate users' experiences, focusing on the interpretation of the data.The participants included 8 kindergarten teachers, 1 master teacher, 1 head teacher, and 1 LRMDS Coordinator selected in one DepEd school in Pulilan, Bulacan.Likewise, the data were collected using adopted survey instruments anchored to the quality, acceptability, and usability of the developed game.Using descriptive statistics, the result revealed that the quality and acceptability of the game developed by Scratch is highly remarkable, and with a total of 97.81% identified as excellent for its system usability.Additionally, key findings revealed that the developed game contributed to the teachers' ability to apply technology as an instructional tool in numeracy, and it provided excellent performance for the pupils in learning and developing their numeracy skills.Overall, the game promotes to strengthening of the numeracy skills of young learners; therefore, it is suggested to integrate the Scratch game into other kindergarten subjects to further enhance children's learning experiences.

International Research Journal of Modernization in Engineering Technology and Science
Quality Education
Openalex Percentile: Top 77%
Mathematics Education and Pedagogy
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