Enhancing Numeracy Through Gamification
Enhancing Numeracy Through Gamification
Chapter I
INTRODUCTION
Numeracy refers to the awareness, abilities, habits, and attitudes that students need
mathematics' role in the world and being able to use math abilities. Most people use
numbers, computation, geometry, statistics, and probability in their daily lives, research, and
work. Problem solving, logic, mathematics, mathematical structure, and functions and
relations help people understand the natural and human worlds and their interactions (The
Department of Education and Training Melbourne, 2017). In addition, numeracy includes the
knowledge, skills, attitudes, and actions pupils need in many situations by Tout et al. (2020).
fundamental mathematical ideas. This includes ability to count compare, contrast, describe
shape and location and solve problems by Harris and Petersen (2019). Layug et al. (2021)
mathematical concepts, terminologies, facts, and skills to meet real-world situations. Pitogo
and Oco (2023) add that numeracy abilities are an integral part of mathematics and
Program (NLRP) through DepEd Order No. 013, s. 2023 which aims to strengthen the
learning recovery and continuity program, improve literacy and numeracy, and accelerate
the achievement of education targets in February 02, 2023. The improvement of literacy and
numeracy programs and the integration of 'peace competencies' will be some of the priorities
of the (DepEd) in making the K to 12 curriculums relevant to produce job-ready, active and
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responsible citizens. However not every student is comfortable with learning mathematics. It
characterized as a tedious subject to learn as well as to teach. Sa’ad et al. (2014) found that
poor performance in mathematics can be attributed to students being fearful of the subject.
Gafoor and Kurukkan (2015) agreed that many students are of the view that the subject is
boring and expressed that they find it difficult to remember and understand formulas. Brandt
et al. (2016). Likewise Bertini and Passos (2016) and Prieto (2016) concurred that many
educators encounter difficulties with their students’ inability to understand and demonstrate
the use of the basic operations in both simple and complex problems.
To address this concern, the DepEd also had implement program that help/aids the
student improve their numeracy skills. One of these programs is the ABC+: Advancing Basic
Education in the Philippines (2019– 2026). It aims to promote and sustain a culture of
solving, improve teachers' teaching ability in numeracy, strengthen school and community
program and have accessible teaching to improve student in problem solving skills (RTI
International, 2021).
Assessment (PISA). Intervention as defined in the website achievement for all, is a selection
of evidence-based teaching and learning process to help student improve their learning in
mathematics. This entails choosing suitable interventions to assist particular learner make
purposeful changes in his or her learning this was supported in Machera (2017). Philippines
News Agency, indicates that Philippines placed the second lowest overall in rank of 79
countries in the 2018 Programmed in International Student Assessment (PISA) by San Juan
(2019). In addition (PISA) indicates only 1 out of every 5 Filipino students aged 15 years and
above reach the proficiency level for Overall Reading Literacy Cristina Chi (2023).
Finally, when they across arithmetic operation to those which requires problem
solving skills, the pupils were still perplexed. Student have trouble learning mathematics due
to the problems, including the following (1) Computational skills in solving word problem.
Problem-solving does not only require the mastery of mathematical concepts and skills but
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also requires translating word problems into a mathematical equation (Dela Cruz & Lapinid,
2014). Students do not like to read very long problems. They find it difficult to understand the
keywords in the problem that result to difficulty in interpreting words into mathematical
symbols Phonapichat et al., (2014). (2) In understanding explanations and the intentions of
the questions (3) In understanding material and symbols. (4) Difficulty in carrying out
calculation include the basic math problem such as addition, subtraction, multiplication and
division Prasetyawan (2016). Students face difficulties in decoding the language and
visualizing the problem. Further, almost all students could read and understand what is
being asked in the problem, but they find it difficult to develop the correct structure of the
problem by Angateeah (2017). Problem-solving is a high-level thinking skill that requires the
ability to identify the nature of a problem, deconstruct it, and develop an effective set of
actions to address the challenges related to it which should be provided to students in the
to learn and think critically. This is supported by Jagušt et al. (2017) likewise Kiili et al.
(2015), who suggested that the use of gamification has significantly contributed to student’s
motivation, mathematical achievements, and problem solving. In a similar vein, Chin and
Zakaria (2015) found that games have been successful in improving students’ number
motivating the actions and problem-solving skills of pupils (Kristanto, 2020). Gamification is a
developing pedagogical tool that can be used to facilitate learning and heightened motivation
using components of games, methods, and game-based thinking. Kim noted that when using
gamification, students are engaged in activities that entail components of games where they
overcome a challenge; earn points or badges for completing a task. On the other hand, the
use of the term gamification does not restrict students to feel things are a game in order to
engage in learning Kim (2015). Goeller (2018) agreed that for students to learn and be
involvement are some important attributes that must be impacted. The use of gamification is
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a pedagogical tool that has the potential to evoke and impact the attributes suggested by
Goeller (2018).
Hence, this study aims to fill an empirical gap in the research on gamification and
students experiencing frustration in mathematics. While existing research has shown short-
term benefits, there is a lack of evidence on whether these improvements persist over time.
abilities, this research will provide insights into its potential benefits for this specific group of
learners. The study will focus on understanding how gamification can enhance numeracy
Thus, to further form strategies that will improve students' problem-solving skills in
mathematics, this research aims to determine if students' problem solving can be improve
This study focuses on the use of gamification to enhance numeracy skills of students,
increase engagement and improve learning of students who have difficulty of numeracy.
3. Is there a significant difference between the pre- test and post- test scores of
Hypothesis
H0: There is no significant difference in numeracy test between learners who use
This study focused on the use of gamification to improve students’ problem- solving
skills. This research will utilize gamification such as Magellan Game, BINGO Method, and
Snake and Ladder game as a key tool to enhance engagement and understanding, to
abilities. This study will be conducted in Guiuan National High School, Guiuan Eastern
Samar. The respondents of this study are the grade 8 students of GNHS with 40
respondents, 20 controlled and 20 experimental. Additionally, the study aims to explore how
students can apply mathematical concepts and gamification strategies in real-life situations,
To the Students. This study explores the use of gamification on enhancing the
numeracy skills of the students would be helpful to improve students’ skills in solving math
problems. This study will also help them create ideas and use different method to learn math
problems.
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To the Math Teachers. This study would help Math teachers create activities that
would help students enjoy and enhance their practices that would improve students’
numeracy skills.
To the School. This study would help staffs and administration on the ideas of what
learning activities and practices to implement to improve students’ skills in numeracy. This
study would also help the school to inform the resource and teachers what teachings and
To the Future Researchers. This study would expand their knowledge on how
gamification enhances the numeracy skills of students and use this study as source for its
future study.
Definition of Terms
The following are the important terminologies used in this study are defined to
enlighten the readers and lessen confusion, as well as establish a solid ground on how they
were defined.
Teachers naturally use game elements in classroom activities, and the digital age has
increased the technological tools that are available to do so (Koster, 2014). In this study,
gamification is the method that uses games to conduct activities in math related problems.
This term
Grade 8 students. Seventh grade (also 7th Grade or Grade 7) is the seventh year of
formal or compulsory education. The seventh grade is typically the first, year of middle
school. In the United States, kids in seventh grade are usually around 12–13 years old.
(Merriam Webster Dictionary, 2018). This term will be used in this study of respondents.
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Numeracy. The ability to understand, reason with and apply simple numerical
concepts. Numeracy means understanding how mathematics is used in the real world and
being able totally it to make the best possible decisions. In this study (Merriam Webster
Dictionary, 2018), The term refers to as the capacity of a students to understand and
comprehend numeracy.
Numeracy skills. The ability to understand, reason with, and apply simple numerical
Numeracy Test. Assessment that measures your ability to work with numbers, data
and graphs. They usually consist of multiple choices questions that the test your arithmetic,
reasoning, and interpretation skills (LinkedIn 2018). This term will be used in this study of
respondents.
their progress and the success of the program (Merriam Webster Dictionary, 2023). In this
study, the term refers to the test that will be given to the respondents after the treatment is
administered.
Pre-test. This term pertains to a given preliminary test (Merriam Webster Dictionary,
2023). In this study, the term refers to the test that will be given to the respondents before
Chapter II
This chapter presents a review of the literature and studies related to the use of
audio recorded reading materials in improving reading literacy of under frustration level
readers.
Gamification in Education
gamification. Teachers that have adapted game elements for educational situations have
found innovative ways to draw in pupils, increase motivation, and promote active learning.
This article explores the concept of gamification in education, including its benefits,
limitations, and potential to fundamentally change how we learn in the twenty-first century
(Singh, 2023).
leader boards, and point systems, into “traditional” educational activities with the goal of
boosting motivation and participation. One possible way to gamify an online Physics course
discussion forum is to implement a badge system. Students would receive badges for each
milestone they reach, such as 10 postings for “Ptolemy,” 20 postings for “Galileo,” 30
postings for “Kepler,” 40 postings for “Einstein,” and so on. To foster a sense of rivalry or
camaraderie, students should be able to view the online badges that their peers have
The process of incorporating elements of game design into contexts that are not
research has demonstrated that games are popular and generally liked, which obliquely
makes them a popular choice among pupils. The incorporation of gamification into
for converting traditional instruction into online games that are accessible at any time or
location. The goal of this strategy is to enhance and make more interactive and interesting
There is not much time for the teacher to support students in keeping up their
mathematics abilities. In this situation, the instructor may choose to employ a different
strategy, such gamification. As stated by Krause et al. (2015), adding game aspects to
gamification can boost students’ information retention by 50% while only improving it by
25%. As stated by Jung et al. Al. (2021), gamification can help students learn more
effectively, unwind, and strengthen their habits by incorporating gaming components into the
curriculum.
enjoyable learning settings are all things that games may offer. These things help boost
student engagement and maintain motivation. This instructional guide explains the
distinction between game-based learning and gamification, the educational benefits both
approaches can offer, and which game components are suitable for both in-person and
According to Ängeslevä (2014), gamification enables people to use more than one
sense. According to the author, gamification also forces people to digest information
continuously rather than reciting it from transcripts or long-term memory at a later time.
According to the author, playing video games helps to stretch and engage the brain. It
basically changes the way the brain is structured by stimulating it and enhancing its ability to
learn. Children experience this transition more quickly and smoothly than adults do because
they can better illustrate it via their learning. Compared to adults, children are more flexible
encourages and sustains players’ interest over time. Active engagement in mathematics
According to Deterding (2014), gamification applications outside of games have the ability to
replicate a comparable degree of motivation and engagement for different objectives. Active
engagement strategies help children acquire mathematical ideas more efficiently and do
students’ performance and interest in mathematics was carried out by Appiah (2015). Three
teachers and 125 pupils in lower elementary school were the subject of this investigation.
The results showed that in addition to having a favourable effect on classroom dynamics, the
teaching method for elementary school mathematics instruction. This is explained by its
capacity to raise students’ interest, engagement, and interaction levels, which in turn creates
stimulates students’ curiosity, which in turn makes them more interested in the subject and
pushes them to be active learners. Since students play cooperative and competitive games,
gamification also fosters social development Dash et al (2022) and offers a means of
interactive manner.
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According to Sharma (2024), a student can reach new heights in their mathematical
ability by using gamification to help them strategize and make planned movements in
Pupils are encouraged to come up with creative solutions to problems, which improves their
students become more comfortable with the numerical system, and parents can help their
supporting math education, going beyond traditional school hours and teacher-led instruction
(Sharma, 2024).
curriculum teaching and learning. Research has been carried out to emphasize the
increase motivation and engagement in numeracy learning. In their study, they have found
out that through the results of the pre-test and post-test values through the independent
sample T-test, show significant effects of gamification in enhancing numeracy learning and
increasing motivation and engagement among primary school students in Tamil Nadu. As
cited by Ke (2014), learning outcomes can be improved through the use of game elements
that will aid in them becoming more enthused and committed to the learning process.
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The idea of using game mechanics to encourage and engage students in their studies
is known as gamification. In different words, games are now a regular part of a student’s
day. They play games for a long time. To participate, the gamification approach was utilized
to enhance student learning, incorporating game features and game design techniques in
Games have been utilized in education for many years to support students’ learning
and development (Cheung and Ng, 2021). Studies have demonstrated that gamification
enables students to engage more fully in their education and form new relationships,
knowledge changes from passive learning to active learning. In addition, gamification design
teaching helps solve problems of students in learning, stimulates students’ enthusiasm for
Seeking to Improve Student Learning and Engagement, found that there was no major
distinction between the classes regarding student proficiency using test scores as data, but
the student surveys suggested that student engagement was increased because of the
rollout of gamification in the classroom. Gamification may not have a positive or negative
impact on student proficiency but does show that it can increase student engagement of the
classroom material.
vulnerable populations. The intersection of numeracy with adult education and vulnerability
reveals its importance in contexts such as health, financial literacy, digital skills, and civic
numeracy, recognizing it as more than just basic arithmetic; it involves a lifelong ability to
apply mathematical understanding in diverse and evolving contexts (Goos et al., 2015). The
UK’s National Numeracy Strategy further defines numeracy as the confidence and
real-life situations (FitzSimons, 2021). Additionally, the evolution of the concept of numeracy,
education and its broader implications for both personal and societal development
(Johnston, 2023).
Mathematics is often perceived as one of the most challenging subjects for students,
concepts (Langoban & Langoban, 2020; Acharya, 2017). Numerous studies have confirmed
the difficulties students face in learning mathematics. For instance, Prasetyawan (2016)
mathematical concepts enables students to comprehend other related concepts and apply
persist into adulthood, they can negatively impact decision-making in daily life (Salihu &
difficulties are crucial for ensuring students’ academic success and long-term cognitive
have been developed. One notable example is the Realistic Mathematics Education (RME)
Numbers (ABN) method, derived from RME principles, is particularly effective in helping
allows students to solve problems at their own pace using strategies that align with their
abilities (Aragon et al., 2024). This approach not only improves mathematical performance
but also supports students at risk of developing mathematical learning difficulties (MLD).
Student Assessment (PISA) and the Trends In International Mathematics and Science Study
(TIMSS) have highlighted the need for improved mathematical outcomes (Baird et al., 2011).
Consequently, there has been a shift towards integrating content knowledge, deep
underscores the importance of rethinking traditional math curricula to better prepare students
mathematical skills among students, particularly in developing critical thinking and problem-
solving abilities. Orbon and Sapin (2022) demonstrated through a quasi-experimental study
Westwood, P.S. (2021) found that the use of computer-based games in elementary
education not only engages students but also leads to measurable improvements in
Gamification in Education
motivation and engagement in learning. Kim (2015) described gamification as the integration
incorporating elements such as challenges, points, badges, and leader boards, gamification
can transform the learning experience into one that is more interactive and engaging for
attention, and enthusiasm are crucial for effective learning, and gamification has the
potential to foster these attributes. The primary goals of gamification in education include
optimizing the learning process, and promoting social interaction (Knutas et al., 2014;
Krause et al., 2015; Dichev & Dicheva, 2017). Research by Dichev and Dicheva (2017) and
Borges et al. (2013) has demonstrated that gamification can generate levels of involvement
comparable to those achieved in gaming, thereby making learning more enjoyable and
components, such as leader boards, badges, and quests, which can be integrated into
classroom settings to enhance learning outcomes. Mtitu (2014) also advocated for learner-
centered approaches, highlighting the need for active student participation in the learning
process. However, while gamification holds promise, Dichev and Dicheva (2017) and Geelan
et al. (2015) called for further research to explore its impact on student learning habits and
Theoretical Framework
This study in anchored on the study of Tl (Sun et al., 2017). The idea of gamifying
learning is for learning to have the elements of fun and enjoyment, while learning. At the
factors which produce motivation in students. (Dichev & Dicheva, 2017). The possibilities of
gamification and the applications for motivation, make it an important area of study for
student success. Especially with the use of technology, gamification has potential for making
on this study. The study of (Hamari et al., 2016) conclude the difference in games for
entertainment and educational games, is the primarily objective is learning. The combination
of learning while enjoying, increases engagement, which in turn increases learning and the
building of skills and knowledge (Hamari et al., 2016). These theories had a connection to
the study and shows how and why there could be a relevant of gamification to the
Conceptual Framework
This study is a one group pre-test and post-test design. The dependent variable Is
enhancing the numeracy skills of Grade 8 students which be tested before the intervention is
solving skills of the respondents implement the intervention which enhance by using
Gamification which are Magellan, Bingo or Snake and Ladder for two weeks and finally
measure their Mathematical solving skills of the respondents. The conceptual framework of
Pre-Test
Intervention Post-Test
[Link] Conceptual Flow of the Study adopted from Patmanthara [Link]., 2019
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Chapter III
METHODOLOGY
This chapter contains the research design, research locale, respondents of the study,
instruments of the study, data gathering procedure, measurements of the variable, and data
Research Design
In this study the researchers will use pre-test and post-test design (Choueiry, 2022).
administering the treatment (Price et al., 2017). This design stands out as a superior
methodological choice, one-shot case studies and one-group post-test only designs. Its key
advantage lies in its ability to offer a comprehensive assessment of the dependent variable
by incorporating measurements both before and after the intervention, allowing for a more
This research design is relevant because the researcher wants to see if there's a big
difference between the results of the test before and after the intervention. The intervention
involves using gamification in enhancing numeracy skills. By comparing the results of the
pre-test and post-test, the researcher can figure out how effective the intervention was.
Research Locale
The study conducted at Guiuan National High School (GHHS), located in Brgy.
Cogon Guiuan Eastern Samar. GNHS is a suitable location for the research due to its
diverse population of junior high school students. The research will focus on the school year
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2024-2025. GNHS teachers have observed that some students need to improve their
numeracy skills, making Grade 8 students the target respondents for this research.
The respondents of the research were from Guiuan National High Schol, which is
associated with 40 eighth (8th) grade students. The participants were selected through
because some of the students need to improve their numeracy skills. The researchers aims
to make this eighth(8th) grade students increase their solving math problems before moving
up to higher level.
same age, gender, section, and academic rating. The respondents were selected through
homogenous sample contains units with comparable attributes or distinctive qualities. The
In this study, “The Use of Gamification in Enhancing the Numeracy Skills of Grade 8
The pre-test questionnaire used a 10-item test that was answered by the
respondents and will be used to determine the comprehension level of the respondents
before applying the intervention. The post-test was using the same pre-test questionnaire
that determine whether the student’s vocabulary have improved or have remained the same
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before the intervention was implemented. The respondents are to write their names on the
For data gathering, the researcher asked permission through the communication
letter from the adviser of grade 8 students where the research was conduct. After being
permitted, the researchers proceed to gather data in a form of a game. This game is one
type of psychometric test. Before they conducted the psychometric test the researchers gave
the gamification stimulus materials to the respondents from GNHS with a time limit of 30
minutes. This psychometric test was determined the numeracy skills of the students after the
intervention was given. Then, after the intervention was given, the researchers give the
respondents from GNHS a 10 items psychometric test. The psychometric test was also
having a 30-minutes of variables time limit. The results of these psychometric test
comprehension.
Measurements of Variables
The following scale and its accompanying interpretations were used to assess the
students' numeracy abilities based on their pre- and post-test results. The researchers
employed a 5-point Likert-type scale to assess the numeracy skill. A Likert scale, according
to Bhandari (2023), is a scale that is used to a statement or question that has a set of seven
possible answers. The option that best expressed the respondents' opinions about the
Its properties were quantified, and the pre- and post-test findings were classified
4 8-7 High
3 6-5 Fair
2 4-3 Low
Data Analysis
skills before and after using the gamification materials, the researcher in this study used
paired sample T-tests. According to Ross and Willson (2017), a paired sample t-test
examines the means of two matched groups of individuals or cases, or the means of a single
group that underwent two investigations. In this study, the researchers used a paired sample
t-test for one group. The researchers used the Statistical Package for the Social Sciences
(SPSS) software to evaluate the data. The data derived from the research findings
used by quantitative analysts to depict reality. This method made it possible to determine
whether there were any appreciable differences in the students' problem-solving skills before
and after using the gamification materials. The information was gathered using the students'
Chapter IV
This chapter comprise the presentation, analysis, and interpretation of data that has
been collected through the test and intervention given to the respondents. This chapter also
Pre-test Result
numeracy skills together with their score, frequency, percentage, and interpretation. As
presented on the data in the table, the highest frequency of the scores were 1-2 with 19 or
47.5 percent which is interpreted as very low. On the other hand, the lowest frequency of
Total 40 100.00%
This implies that majority of the respondents had a Very Low Numeracy skill before
auditory learning strategies tailored to elevate reading literacy among Grade 7 students.
Their meticulous research not only revealed the nuance effectiveness of specific auditory
23
sensory integration approaches, strategically designed to amplify reading literacy for Grade
7 students performing below proficiency levels. This ground breaking study meticulously
intervention.
Post-test Result
This table shows the score, frequency, percentage, and interpretation based on the
Reading Comprehension skills of the respondents during the post-test. As stated on the
table, the highest frequency of the scores was 10 with 16 or 53.3 percent which interpreted
as high. However, the lowest frequency of the scores were 1-2, 3-4 and 5 with 0 or 0 percent
3-4 0 0% Low
5-6 0 0% Fair
Total 40 100.00%
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This shows that most of the respondents had a high Reading Comprehension level
Rodriguez, Martinez, and Chen (2018) spearheaded an insightful inquiry into the
transformative potential of digital tools, with a particular focus on the integration of audio
recorded materials to enhance reading literacy among Grade 7 students. Their ground-
but also provided valuable insights into the evolving role of audio materials in the digital
landscape.
Turner, Baker, and White (2016) undertook a pioneering study that intricately
Garcia, Turner, and Harris (2022) delved into the motivational intricacies within
potential gleaned from audio-based reading programs for Grade 7 students. Their cutting-
edge study not only provided nuanced perspectives on the interplay between motivation and
effectiveness but also underscored the pivotal role of audio interventions in fostering a
Davis, Turner, and Hernandez (2017) spearheaded an innovative exploration into the
address diverse learning styles within reading interventions. This pioneering research artfully
showcased how adaptive strategies finely tuned to individual learning preferences could
engender positive impacts for Grade 7 students contending with literacy challenges.
Table 3 shows the significant difference between the result of the pre-test and post-
test. It is to measure the improvement of the grade 7 before and after the intervention was
implemented by teaching reading with the use of audio recorded reading materials. As
with p-value <.00001 indicate significant difference between the two variables.
Significant
This indicates that the Gamification materials helped the students Improved their
Numeracy skill.
Lee and Choi (2020) investigated the effectiveness of a tablet-based math game intervention
to enhance early numeracy skills among children in Tanzania. Their study, conducted with a
26
sample of 122 standard level 1 students, involved a daily intervention session for 46 days,
with the intervention group demonstrating significantly greater score gains compared to the
discrimination, addition, and subtraction tasks. This research highlights the potential of
nations
Nur Rahmah, Nor Azan Mat Zin, and Rosadah Abd. Majid (2019) delved into the challenges
enhance their understanding and motivation. Their ground-breaking study resulted in the
to primary school students in a fun and engaging manner. This innovative approach not only
difficulties but also underscored the transformative impact on student engagement and
numeracy outcome
Duraiswamy and Ali Mohammed (2024) delved into the impact of gamification on numeracy
learning among primary school students, meticulously examining the transformative role of
game-based instruction in enhancing mathematical skills. This study not only provided
profound insights into the effectiveness of gamified teaching methods but also underscored
Smith (2018) delved into the perceptions of fourth and fifth-grade teachers regarding the
study meticulously examined the impact of gamified teaching methods on student learning
Karamert and Kuyumcu Vardar (2021) investigated the effect of gamification on young
design, meticulously examined the impact of incorporating game elements into a fractions
unit. The research showed a statistically significant positive effect of gamification on student
Alt (2023) meticulously examined the impact of various gamified and non-gamified
mathematics learning activities on 779 Israeli students' motivation and engagement. This
and their face-to-face counterparts. The ground-breaking findings revealed that problem-
based digital gamification significantly enhanced students' gameful experience and gaming
Chapter V
This chapter presents the summary of the outcomes from the data analysis
conducted by the researcher, along with the conclusion and recommendation depicted from
these results
Summary of Findings
The main goal of this study was to enhance the Numeracy Skills of Grade 7-
Students in Guiuan National High School for the S.Y 2024. Specifically, this sought to
3. Is there a significant difference between the pre- test and post- test scores of
Among the 40 respondents of this study, it came to a finding that there is a significant
difference between the result of the pre-lest and post-test. During the pre- test, majority of
the respondents had a very low level of solving numeracy skill. After the intervention was
administered, majority of the students had a very high level of solving numeracy skill on the
post-test. This shows that the gamification which are the Magellan, Snake and Ladder, Math
BINGO, Finger Count and Ice Cream Math Shop materials increases their level of Solving
29
Numeracy skill. Result from the analysis and p-value indicated significant relationship
between the result of the pre- test and post-test, Meanwhile, a correlation coefficient 352
98459 showed a moderate correlation between the result of the pre-test and post-test with p-
value <.00001.
Conclusion
Based on the result of the pre-test, it indicates that most of the students in Grade 7
had a very low Numeracy skills before the intervention. On the contrary, after the
intervention had been given, the result of the post-test increased the reading comprehension
of the respondents. Moreover, with this pedagogical approach, the respondents were able to
improve their Numeracy skills through the use of Magellan, Snake and Ladder, Math BINGO,
Finger Count and Ice Cream Math Shop materials. Results from the p-value (<.00001)
indicated that there is a significant difference between the level of Numeracy skills of the
respondents in the pre-test and post-test. Therefore, the null hypothesis of this study is
rejected.
Recommendations
following:
1. To the Students. According to the research result, the researchers recommend to the
students that they should be more active in improving their Numeracy skills and to continue
on solving through the use of gamification materials. The researchers hope that the students
will use gamification materials as one of their favourite learning strategies for improving their
Numeracy skills. So that they can learn in an enjoyable way and get maximum results in
2. To the Teachers. Based on the findings of this study, the researchers recommend to the
Math teachers of Guiuan National High School to apply gamification materials in their
teaching process as one of their teaching strategies to help and develop or improve the
students' Numeracy skills. By applying this learning strategies on their way of teaching, this
will help the student be motivated on the learning situation and avoid feeling bored while
solving.
recommend promoting the regular use of gamification as additional resources for solving at
home. To improve Mathematical Skills, keep an eye on the gamification material and
participate discussions about it. Reward and commend someone for their efforts in using
4. To the School. According to the research findings, the researchers also recommend that
the school administration promote the inclusion of gamification which are the Magellan,
Snake and Ladder, Math BINGO, Finger Count and Ice Cream Math Shop resources in the
curriculum as a helpful aid for students who are having trouble with solving mathematics. Set
aside funds for the acquisition and upkeep of an gamification that includes a variety of
works. Plan teacher seminars or training sessions on how to help struggling to solve math
5. To the Future Researcher. According to the research findings, the researcher also
gamification materials that can assist students in increasing their Numeracy so that more
can be understood and effective methods for boosting numeracy can be developed.
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APPENDIX A
39
APPENDIX B
40
APPENDIX C
41
APPENDIX D
42
APPENDIX E
43
APPENDIX F
44
APPENDIX G
45
APPENDIX H
PRE-TEST
46
Name: LRN:
PART A: Comprehension
1. 6.
2. 7.
3. 8.
4. 9.
5. 10.
3. A bag of marbles can be shared equally among 3, 5 or 6 students with none left over.
What's the least number of marbles that can be in the bag?
a. 20 c. 28
b. 25 d. 30
4. If there are 150 people born in the world every minute; how many are born every
Day?
a. 216,000 c. 231,000
b. 220,000 d. 250,000
5. An 800 cars parking lot is divided into 3 sections. There are 270 spots in section 1,
and 150 more in section 2 than in section 3. How many spots are in section 2?
a. 220 c. 300
b. 250 d. 340
6. The tables at the party are shaped like the hexagon. If you put the tables together,
how many would you need for 50 people?
a. 10 tables c. 14 tables
b. 12 tables d. 16 tables
7. The grocery store parking lot that will hold 1000 vehicles. 2/5 of the parking spaces
are for cars. When you went to buy groceries, there were 200 cars and some trucks
in the parking lot. The parking lot was 3/4 full. How many trucks were in it?
a. 500 trucks c. 750 trucks
b. 600 trucks d. 800 trucks
8. Jasmine has 50 marbles in a bag. 20% of the marbles are blue. How many marbles
are blue?
a. 5 c. 10
b. 8 d. 12
9. Justin is making snowballs to build a fort on the winter break. Justin can build 15
snowballs in an hour but 2 snowballs melt every 15 minutes. How long will it take him
to build 210 snowballs?
a. 20 hours c. 40 hours
b. 30 hours d. 50 hours
10. The recipe for mint chocolate ice cream requires 2 1/4 cups of cream for 5 people.
You need ice cream for 8 people. How much cream will you need?
a. 2.5 cups c. 3.6 cups
b. 3 cups d. 3.8 cups
APPENDIX H
PRE-TEST
48
Name: LRN:
PART A: Comprehension
6. 6.
7. 7.
8. 8.
9. 9.
10. 10.
13. A bag of marbles can be shared equally among 3, 5 or 6 students with none left over.
What's the least number of marbles that can be in the bag?
a. 20 c. 28
b. 25 d. 30
14. If there are 150 people born in the world every minute; how many are born every
Day?
a. 216,000 c. 231,000
b. 220,000 d. 250,000
15. An 800 cars parking lot is divided into 3 sections. There are 270 spots in section 1,
and 150 more in section 2 than in section 3. How many spots are in section 2?
a. 220 c. 300
b. 250 d. 340
16. The tables at the party are shaped like the hexagon. If you put the tables together,
how many would you need for 50 people?
a. 10 tables c. 14 tables
b. 12 tables d. 16 tables
17. The grocery store parking lot that will hold 1000 vehicles. 2/5 of the parking spaces
are for cars. When you went to buy groceries, there were 200 cars and some trucks
in the parking lot. The parking lot was 3/4 full. How many trucks were in it?
a. 500 trucks c. 750 trucks
b. 600 trucks d. 800 trucks
18. Jasmine has 50 marbles in a bag. 20% of the marbles are blue. How many marbles
are blue?
a. 5 c. 10
b. 8 d. 12
19. Justin is making snowballs to build a fort on the winter break. Justin can build 15
snowballs in an hour but 2 snowballs melt every 15 minutes. How long will it take him
to build 210 snowballs?
a. 20 hours c. 40 hours
b. 30 hours d. 50 hours
20. The recipe for mint chocolate ice cream requires 2 1/4 cups of cream for 5 people.
You need ice cream for 8 people. How much cream will you need?
a. 2.5 cups c. 3.6 cups
b. 3 cups d. 3.8 cups
The theoretical foundations for implementing gamification in education, especially in mathematics, include self-determination theory and motivational theories. Self-determination theory emphasizes the importance of competence, autonomy, and relatedness in fostering intrinsic motivation; gamification supports these by offering structured challenges (competence), choice in engagement (autonomy), and group interaction elements (relatedness). Furthermore, motivational theories suggest that learning should be engaging and goal-oriented—gamification provides clear objectives and immediate feedback through game-like elements such as quests and rewards, which align with these principles. These foundational theories underline gamification as an effective tool for enhancing motivation and achievement in educational settings .
While gamification has been shown to have short-term benefits in enhancing motivation and engagement in mathematics learning, there is a noted lack of empirical evidence concerning its long-term effectiveness in sustaining these improvements. Specifically, existing studies often fail to demonstrate whether the initial enhancements in numeracy skills and critical thinking persist over time after the game-based interventions cease. Thus, further research is required to explore the durability of these benefits and to establish a more comprehensive understanding of gamification's impact on long-term student learning and engagement .
Gamification improves numeracy skills by enhancing motivation, engagement, and problem-solving abilities through game-based learning approaches. It facilitates attention, interest, effort, and enthusiasm in students by integrating components such as points, badges, and challenges that are common in games. These elements encourage active participation and involvement, making the learning process enjoyable and effective. Additionally, gamification aims to boost critical thinking and problem-solving skills by presenting mathematics in a fun and interactive manner, which is particularly beneficial for students struggling with numeracy .
Significant improvement in numeracy skills following gamification interventions indicates that gamification has substantial potential to enhance educational outcomes. It suggests that integrating game elements into learning can effectively boost student engagement, motivation, and understanding of mathematical concepts. This improvement also highlights gamification's ability to address learning difficulties and foster positive attitudes towards challenging subjects such as mathematics. Overall, these outcomes demonstrate gamification's capability to transform traditional educational methods into more interactive and enjoyable learning experiences .
Self-determination theory posits that motivation in students is driven by the need for competence, autonomy, and relatedness. Gamification aligns with this theory by incorporating elements that fulfill these needs: games provide a structured challenge that helps students feel competent; they often allow for choices and strategies, supporting autonomy; and they can foster a sense of belonging through group tasks or peer comparisons like leaderboards, fulfilling relatedness. By addressing these key psychological needs, gamification effectively enhances student motivation and engagement, making learning more appealing and effective .
The pre-test and post-test design is a valuable methodological approach for evaluating the effectiveness of gamification strategies in education. By assessing students' numeracy skills before and after the introduction of gamification, researchers can measure changes in learning outcomes attributable to these interventions. The design allows for a direct comparison of student performance and engagement levels, helping to identify whether gamification has a statistically significant impact on improving mathematical abilities. This evaluation method provides empirical data that can substantiate claims regarding the benefits or limitations of such educational strategies .
The study revealed a significant improvement in students' numeracy skills from the pre-test to the post-test. Initially, the pre-test results indicated a low level of numeracy skill among the majority of the respondents. However, after introducing gamification elements such as the Magellan Game, Snake and Ladder, and Math BINGO, there was a marked increase in the students' problem-solving abilities, as evidenced by the post-test results. This suggests that gamification can facilitate substantial enhancements in mathematical skills and engagement among learners .
Game elements such as leaderboards and badges play a crucial role in enhancing student engagement and learning by introducing competitive and reward-based incentives in the classroom setting. These components increase motivation by providing students with immediate feedback and recognition for their achievements, thereby fostering a sense of accomplishment. This sense of progression and achievement motivates students to participate more actively in their learning process, making education enjoyable and effective. Moreover, these elements help create a dynamic and interactive learning environment, encouraging students to strive for higher performance .
Teacher perception plays a critical role in the successful integration of gamification in mathematics education because teachers are the key facilitators of learning. Their beliefs about the effectiveness of gamification influence their willingness to implement and adapt these methods in the classroom. Teachers who recognize the value of game-based learning elements are more likely to creatively integrate these into their teaching practices, leading to successful outcomes. Additionally, understanding teachers' perspectives can help tailor gamification methods to align with educational goals and classroom dynamics, ensuring that these tools are effectively applied to enhance student learning and engagement .
Comparing digital and face-to-face gamification approaches in mathematics education is important to understand the different impacts these methods have on student motivation and engagement. Each approach offers unique benefits and challenges. Digital gamification can reach a broader audience and include real-time feedback and interactivity, while face-to-face methods can enhance social interaction and provide immediate, personalized support. Understanding these differences allows educators to select or combine these approaches systematically to maximize learning outcomes. It also provides insights into the best pedagogical designs suited to different learning environments and student needs .