Empowering Young Learners Through MathMinds: A Gamified Learning Platform for Enhancing Mathematics Proficiency

Mathematics is a fundamental subject essential for developing critical thinking and problem-solving skills, yet many elementary students face challenges in mastering its core concepts. MathMinds a web-based educational platform was developed as a solution to enhance Grade 3 learning at Cebu Institute of Technology-University (CIT-U). The educational platform extends classroom math education with dynamic lessons and quiz functions and practice tools together with game elements. Teachers can use the platform to oversee lesson content while managing assessment activities. A descriptive mixed-method investigation was used to evaluate MathMinds usability. The researchers collected data using the System Usability Scale (SUS), feedback surveys, and a teacher interview which included purposeful selection of 22 students and one teacher. The participants scored 68.41 on the SUS scale which indicates a moderate assessment of usability. Students reported high satisfaction with the platform but noted areas of required enhancement for onboard features and quizzes and the badge system. Our study revealed teachers positively acknowledged the platform's basic effectiveness yet asked for better ways to make it more interactive before students reach a comfort level with the system. The research demonstrates that MathMinds possesses strong potential to enhance student learning experience through more engaging programs while showing that continuous development optimizes user interfaces. MathMinds demonstrates excellent potential for using technology in education which research findings call for future upgrades to enhance its effectiveness.

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Publication Details

Published
2025-05-23
DOI
https://doi.org/10.1109/icett66247.2025.11136848
Primary Topic
Educational Games and Gamification
Type
article
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article

Empowering Young Learners Through MathMinds: A Gamified Learning Platform for Enhancing Mathematics Proficiency

Denisse Claire Morales, Ralph P. Laviste, Patrick L. Bacalso, John Randolf Ribo et al.
Educational Games and Gamification
article

Empowering Young Learners Through MathMinds: A Gamified Learning Platform for Enhancing Mathematics Proficiency

Denisse Claire Morales, Ralph P. Laviste, Patrick L. Bacalso, John Randolf Ribo, Dave Francis Ondona, John Rodolph Bacalso
article en

Abstract

Mathematics is a fundamental subject essential for developing critical thinking and problem-solving skills, yet many elementary students face challenges in mastering its core concepts. MathMinds a web-based educational platform was developed as a solution to enhance Grade 3 learning at Cebu Institute of Technology-University (CIT-U). The educational platform extends classroom math education with dynamic lessons and quiz functions and practice tools together with game elements. Teachers can use the platform to oversee lesson content while managing assessment activities. A descriptive mixed-method investigation was used to evaluate MathMinds usability. The researchers collected data using the System Usability Scale (SUS), feedback surveys, and a teacher interview which included purposeful selection of 22 students and one teacher. The participants scored 68.41 on the SUS scale which indicates a moderate assessment of usability. Students reported high satisfaction with the platform but noted areas of required enhancement for onboard features and quizzes and the badge system. Our study revealed teachers positively acknowledged the platform's basic effectiveness yet asked for better ways to make it more interactive before students reach a comfort level with the system. The research demonstrates that MathMinds possesses strong potential to enhance student learning experience through more engaging programs while showing that continuous development optimizes user interfaces. MathMinds demonstrates excellent potential for using technology in education which research findings call for future upgrades to enhance its effectiveness.

Cebu Institute of Technology University (PH)
Quality Education
Openalex Percentile: Top 75%
Educational Games and Gamification
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