CBS Cards: A Game-Based Supplementary Instructional Tool for Senior High School Mathematics Teachers

Students in Senior High School often struggle with key topics in General Mathematics 11, particularly equations, inequalities, and functions. To make learning more engaging and compelling, innovative instructional materials are needed. To address these difficulties, this study explored the use of CBS Cards, an educational card game designed as a supplementary instructional material to enhance learning and engagement in Mathematics. A mixed-method research design was employed, using a survey questionnaire to gather quantitative feedback from 15 Mathematics Teachers and 15 Expert Teachers selected through purposive sampling. At the same time, qualitative data were obtained through evaluators' and students' written comments and suggestions. Findings revealed that the least mastered competencies were solving rational equations and inequalities, solving exponential equations and inequalities, and performing operations on functions. Both groups of evaluators rated CBS Cards as highly acceptable, with grand weighted means of 3.97 (teachers) and 3.98 (experts). Statistical analysis indicated no significant difference between the two groups' evaluations, suggesting consistency in their assessment of the material. Qualitative feedback highlighted the game's potential to enhance numeracy skills, promote interaction, and boost student motivation. CBS Cards present an innovative and engaging approach to addressing persistent difficulties in General Mathematics. By integrating play with learning, they can enhance participation and mastery of complex concepts. Future studies may focus on testing the effectiveness of CBS Cards in actual classroom implementation and exploring their impact on student performance through experimental studies.

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Publication Details

Journal
Psychology and Education A Multidisciplinary Journal
Published
2025-10-09
DOI
https://doi.org/10.70838/pemj.471008
Primary Topic
Educational Games and Gamification
Type
article
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article

CBS Cards: A Game-Based Supplementary Instructional Tool for Senior High School Mathematics Teachers

Christian Sison
Psychology and Education A Multidisciplinary Journal
Educational Games and Gamification
article

CBS Cards: A Game-Based Supplementary Instructional Tool for Senior High School Mathematics Teachers

Christian Sison
article en

Abstract

Students in Senior High School often struggle with key topics in General Mathematics 11, particularly equations, inequalities, and functions. To make learning more engaging and compelling, innovative instructional materials are needed. To address these difficulties, this study explored the use of CBS Cards, an educational card game designed as a supplementary instructional material to enhance learning and engagement in Mathematics. A mixed-method research design was employed, using a survey questionnaire to gather quantitative feedback from 15 Mathematics Teachers and 15 Expert Teachers selected through purposive sampling. At the same time, qualitative data were obtained through evaluators' and students' written comments and suggestions. Findings revealed that the least mastered competencies were solving rational equations and inequalities, solving exponential equations and inequalities, and performing operations on functions. Both groups of evaluators rated CBS Cards as highly acceptable, with grand weighted means of 3.97 (teachers) and 3.98 (experts). Statistical analysis indicated no significant difference between the two groups' evaluations, suggesting consistency in their assessment of the material. Qualitative feedback highlighted the game's potential to enhance numeracy skills, promote interaction, and boost student motivation. CBS Cards present an innovative and engaging approach to addressing persistent difficulties in General Mathematics. By integrating play with learning, they can enhance participation and mastery of complex concepts. Future studies may focus on testing the effectiveness of CBS Cards in actual classroom implementation and exploring their impact on student performance through experimental studies.

Psychology and Education A Multidisciplinary JournalVol. 47(10)
Szent János Kórház (HU)
Openalex Percentile: Top 70%
Educational Games and Gamification
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