Game-based Learning as Assessment Tool in Mathematics Education

This study explores the use of Game-Based Learning (GBL) as an assessment tool in Mathematics Education. Using a descriptive quantitative research design, the study aims to identify the commonly used types of game-based learning, their frequency of usage, level of effect, and the constraints teachers experience when applying GBL in assessment. Data will be gathered through questionnaires among graduate students majoring in Mathematics at Baguio Central University. Preliminary findings indicate that puzzle-based and quiz-type games are among the most frequently used strategies, producing moderate positive effects on learners’ engagement and performance. The results of this study are expected to provide insights that will help teachers integrate GBL effectively into mathematics instruction and assessment practices.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-11-27
DOI
https://doi.org/10.5281/zenodo.17732501
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Game-based Learning as Assessment Tool in Mathematics Education

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Game-based Learning as Assessment Tool in Mathematics Education

article en

Abstract

This study explores the use of Game-Based Learning (GBL) as an assessment tool in Mathematics Education. Using a descriptive quantitative research design, the study aims to identify the commonly used types of game-based learning, their frequency of usage, level of effect, and the constraints teachers experience when applying GBL in assessment. Data will be gathered through questionnaires among graduate students majoring in Mathematics at Baguio Central University. Preliminary findings indicate that puzzle-based and quiz-type games are among the most frequently used strategies, producing moderate positive effects on learners’ engagement and performance. The results of this study are expected to provide insights that will help teachers integrate GBL effectively into mathematics instruction and assessment practices.

Zenodo (CERN European Organization for Nuclear Research)
Baguio Central University (PH)
Quality Education
Openalex Percentile: Top 36%
Educational Games and Gamification
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