Math Smart: Numeracy Learning App

This study designed, developed, and evaluated Math Smart: Numeracy Learning App, an offline game-based application intended to strengthen numeracy among multigrade pupils in Grades 3–6. Guided by Constructivist Learning Theory, Experiential Learning Theory, Gamification Theory, and the Technology Acceptance Model, the research adopted a developmental design, Agile software development, and a one-group pre-test–post-test approach. Participants were 40 learners and 10 school personnel at Sixto Fajardo Sr. Elementary School, President Roxas, North Cotabato, during School Year 2025–2026. Researcher-developed numeracy tests and validated acceptability questionnaires assessed performance, graphical user interface, and usability. Built using Android Studio, Java, XML, and SQLite, the application offered grade-specific mathematics exercises, progressive difficulty, randomized items, immediate feedback, rewards, QR-code score verification, and offline progress records. Its content addressed basic operations and word problems based on the Department of Education's Most Essential Learning Competencies. Learners and school personnel rated the interface and usability favorably. The reported Wilcoxon Signed-Rank Test indicated higher post-test performance (reported statistic = 820.00, p < 0.001). Findings suggest that Math Smart is an acceptable supplementary resource for numeracy instruction in the participating rural multigrade classroom. Recommended enhancements include more detailed progress monitoring, worked solutions, audio guidance, text-to-speech features, and wider availability. The application contributes to Sustainable Development Goal 4 by supporting foundational learning through offline access in settings with limited connectivity.

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Publication Details

Journal
International Journal of Sustainable and Integrated Studies
Published
2026-11-01
DOI
https://doi.org/10.65339/ijsis.v1.i4.250
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Math Smart: Numeracy Learning App

Josephine G. Gonzaga, April Rose B. Flores, Christine Sordilla Gasit
3 links
International Journal of Sustainable and Integrated Studies
Educational Games and Gamification
article

Math Smart: Numeracy Learning App

Josephine G. Gonzaga, April Rose B. Flores, Christine Sordilla Gasit
article en

Abstract

This study designed, developed, and evaluated Math Smart: Numeracy Learning App, an offline game-based application intended to strengthen numeracy among multigrade pupils in Grades 3–6. Guided by Constructivist Learning Theory, Experiential Learning Theory, Gamification Theory, and the Technology Acceptance Model, the research adopted a developmental design, Agile software development, and a one-group pre-test–post-test approach. Participants were 40 learners and 10 school personnel at Sixto Fajardo Sr. Elementary School, President Roxas, North Cotabato, during School Year 2025–2026. Researcher-developed numeracy tests and validated acceptability questionnaires assessed performance, graphical user interface, and usability. Built using Android Studio, Java, XML, and SQLite, the application offered grade-specific mathematics exercises, progressive difficulty, randomized items, immediate feedback, rewards, QR-code score verification, and offline progress records. Its content addressed basic operations and word problems based on the Department of Education's Most Essential Learning Competencies. Learners and school personnel rated the interface and usability favorably. The reported Wilcoxon Signed-Rank Test indicated higher post-test performance (reported statistic = 820.00, p < 0.001). Findings suggest that Math Smart is an acceptable supplementary resource for numeracy instruction in the participating rural multigrade classroom. Recommended enhancements include more detailed progress monitoring, worked solutions, audio guidance, text-to-speech features, and wider availability. The application contributes to Sustainable Development Goal 4 by supporting foundational learning through offline access in settings with limited connectivity.

International Journal of Sustainable and Integrated StudiesVol. 1(4)
University of Southern Mindanao (PH)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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