Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon

This study examined the effect of gamification on improving the Mathematics performance of Grade 7 learners at Bantad National High School, Gumaca, Quezon. Utilizing a quasi-experimental pretest-posttest design, it compared learners' performance before and after the implementation of gamified lessons across six content areas: data collection, statistical graphs, integers, operations with integers, simplification of numerical expressions, and absolute value. Results revealed marked improvement, with the grand mean score increasing from 1.89 (MPS = 28.69%) to 5.51 (MPS = 82.75%), yielding a mean gain score of 3.62 and a mean gain percentage of 54.06%. The Independent Sample T-Test indicated a statistically significant difference between learners' post-test results and their Target Index of Mastery (t = 3.541, p = 0.017), with a mean difference of 7.73 points. These findings confirm that gamification significantly enhances students' engagement, conceptual understanding, and mastery of mathematical skills. The study implies that integrating game-based learning, particularly through digital platforms such as Kahoot, aligns with the MATATAG curriculum's goal of fostering active and enjoyable learning. It is recommended that mathematics educators and curriculum planners adopt gamified strategies to sustain learner motivation, improve academic outcomes, and bridge performance gaps in mathematics education.

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Publication Details

Journal
Psychology and Education A Multidisciplinary Journal
Published
2025-10-24
DOI
https://doi.org/10.70838/pemj.480301
Primary Topic
Educational Games and Gamification
Type
article
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article

Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon

Rogel L. Limpiada, Dwinson Borbe
Psychology and Education A Multidisciplinary Journal
Educational Games and Gamification
article

Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon

Rogel L. Limpiada, Dwinson Borbe
article en

Abstract

This study examined the effect of gamification on improving the Mathematics performance of Grade 7 learners at Bantad National High School, Gumaca, Quezon. Utilizing a quasi-experimental pretest-posttest design, it compared learners' performance before and after the implementation of gamified lessons across six content areas: data collection, statistical graphs, integers, operations with integers, simplification of numerical expressions, and absolute value. Results revealed marked improvement, with the grand mean score increasing from 1.89 (MPS = 28.69%) to 5.51 (MPS = 82.75%), yielding a mean gain score of 3.62 and a mean gain percentage of 54.06%. The Independent Sample T-Test indicated a statistically significant difference between learners' post-test results and their Target Index of Mastery (t = 3.541, p = 0.017), with a mean difference of 7.73 points. These findings confirm that gamification significantly enhances students' engagement, conceptual understanding, and mastery of mathematical skills. The study implies that integrating game-based learning, particularly through digital platforms such as Kahoot, aligns with the MATATAG curriculum's goal of fostering active and enjoyable learning. It is recommended that mathematics educators and curriculum planners adopt gamified strategies to sustain learner motivation, improve academic outcomes, and bridge performance gaps in mathematics education.

Psychology and Education A Multidisciplinary JournalVol. 48(3)
Higher National Veterinary School (DZ), Universidad Internacional de América (MX)
Openalex Percentile: Top 67%
Educational Games and Gamification
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