DESIGN, DEVELOPMENT, AND EVALUATION OF GAMIFIED SIMULATION
LEARNING PACKETS TO ENHANCE STUDENTS’ CREATIVITY AND
COLLABORATION IN MATHEMATICS
A Dissertation
Presented to the Faculty of the Graduate School
of the Department of Mathematics Education,
College of Science and Technology Education,
University of Science and Technology of Southern Philippines
Cagayan de Oro City, Philippines
In Partial Fulfilment of
The Requirements for the Degree
Doctor of Philosophy in Mathematics Education
JUN MARK REY O. NOB
June 17, 2025
ii
Jun Mark Rey O. Nob Design, Development, and Evaluation
Doctor of Philosophy in of Gamified Simulation Learning
Mathematics Education Packets to Enhance Students’
Creativity and Collaboration in
Mathematics
Dennis B. Roble, Ph.D.
Adviser
ABSTRACT
Gamification and simulation are recognized for enhancing student
engagement and learning in mathematics. However, their integration, termed
gamified simulation, remains underexplored, especially in promoting mathematical
creativity and collaboration. This study aimed to design, develop, and evaluate
gamified simulation learning packet to enhance these skills in mathematics
education. Four research designs guided the study: (1) exploratory design to
develop a model grounded in literature; (2) descriptive design to validate the
learning packets using DepEd standards; (3) a one-group pretest-posttest design
for implementation; and (4) an explanatory sequential mixed-method design to
interpret findings through student feedback. The materials were evaluated by four
Master Teachers, and implementation involved 38 Grade 11 STEM students from
Cogon National High School of the DepEd Division of El Salvador City, Misamis
Oriental. Quantitative data were gathered using a six-item researcher-made
creativity test and an adapted collaboration self-assessment tool, while qualitative
insights were drawn from student interviews.
Results highlighted key design elements for effective gamified simulations:
interactive content, real-life applications, inquiry-based tasks, and collaborative
problem-solving, enhanced with gamification features such as open-ended
challenges, meaningful feedback, rewards, and appealing aesthetics. Moreover,
the developed gamified simulation learning packets met all DepEd criteria for
instructional materials and aligned with the developed model. Post-implementation
results showed significant improvements in the students’ mathematical creativity
and collaboration skills, as evidenced by the statistically significant increase in
posttest scores compared to pretest scores. Students also reported other essential
benefits being exposed learning with the material such as enhancement of
conceptual understanding, (b) increased engagement and enjoyment in the
learning process, (c) improved motivation facilitated by the rewards system, (d)
diverse advantages provided by feedback mechanisms, and (e) the incorporation
of a game-like learning environment. However, some challenges have been
encountered related to technical issues during implementation. With these, the
study recommends further research using quasi-experimental designs and
advocates for teacher training and continuous refinement of the model to sustain
its effectiveness in real classroom settings.
Keywords: Creativity, collaboration, gamification, gamified simulation, gamified
simulation learning packets, simulation
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APPROVAL SHEET
This dissertation entitled “Design, Development, and Evaluation of Gamified
Simulation Learning Packets to Enhance Students’ Creativity and
Collaboration in Mathematics”, prepared and submitted by Jun Mark Rey O.
Nob, in partial fulfilment for the degree Doctor of Philosophy in Mathematics
Education, has been examined and approved.
DENNIS B. ROBLE, Ph.D.
Adviser
PANEL OF EXAMINERS
Approved by the committee on Oral Examination with a grade of _____________.
DENNIS B. ROBLE, Ph.D.
Chairman
LAILA S. LOMIBAO, Ph.D. GRACE S. PIMENTEL, Ph.D.
Member Member
ROSIE G. TAN, Ph.D. ANGELO MARK P. WALAG, Ph.D.
Member Member
ELMER C. CASTILLANO, Ph.D.
Member
Approved and accepted in partial fulfillment of the requirements for the degree
Doctor of Philosophy in Mathematics Education.
June 17, 2025 GRACE S. PIMENTEL, Ph.D.
Dean, College of Science and Technology Education
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ACKNOWLEDGEMENT
I extend my deepest gratitude to all who contributed to the successful
completion of this dissertation. Their unwavering support, encouragement, and
involvement have been instrumental in this academic journey.
Above all, I offer my heartfelt thanks to the Almighty Father, whose infinite
wisdom, sustaining grace, and unfailing strength guided me through every
challenge and triumph. Without His blessings of health, perseverance, and clarity,
this endeavor would not have been possible.
I am profoundly grateful to the Department of Science and Technology
(DOST) for the scholarship grant, which provided the financial assistance and
opportunity to pursue my doctoral studies. My sincere thanks also go to the
Department of Education (DepEd), particularly the Division Office of El Salvador
City, for granting me a study leave that enabled me to focus wholeheartedly on this
academic pursuit.
To my adviser, Dr. Dennis B. Roble, thank you for your exceptional
guidance, patience, and wisdom. Your mentorship was vital in shaping the
direction, depth, and quality of this research.
I am also sincerely thankful to the distinguished members of my dissertation
panel: Dr. Laila S. Lomibao, Dr. Rosie G. Tan, Dr. Angelo Mark P. Walag, Dr.
Elmer C. Castillano, and Dr. Grace S. Pimentel, including my External Examiner
Dr. Maxima J. Acelajado. Your expertise, insightful feedback, and thoughtful
recommendations significantly enriched this work and my growth as a researcher.
Most of all, to my ever-supportive wife, Ma’am Liza May D. Nob, thank you
for your unwavering belief in me, your patience, and your constant encouragement.
Your love has been a source of strength and inspiration throughout this journey.
This accomplishment is not mine alone, it is a shared achievement made
possible by the grace of God and the kindness, generosity, and support of those
around me. To each one of you, I am eternally grateful.
JUN MARK REY O. NOB
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TABLE OF CONTENTS
PAGE
Title Page i
Abstract ii
Approval Sheet iii
Acknowledgement iv
Table of Contents v
List of Tables viii
List of Figures ix
List of Appendices x
CHAPTER
1 INTRODUCTION 1
Framework of the Study 7
Addie Framework 7
Theoretical Framework 11
Statement of the Problem 18
Scope and Limitation of the Study 19
Definition of Terms 22
2 REVIEW OF RELATED LITERATURE AND 24
STUDIES
Creativity 24
Collaboration 37
Simulation-Based Learning 44
Gamification 53
Synergizing Gamification and Simulation in 63
Education
Potential of Gamified Simulation in Learning 66
Calculus
Summary 70
3 METHODOLOGY 75
Phase 1: Design, Development and Validation 75
of Gamified Simulation Learning Packet
Research Designs 75
vi
Research Setting 76
Participants of the Study 77
Research Instruments 77
Data Gathering Procedure 79
Analysis Phase 79
Design Phase 89
Development Phase 93
Data Analysis 102
Ethical Considerations 103
Phase 2: Implementation of the Developed 104
Gamified Simulation Learning Packet
Research Designs 104
Research Setting 106
Sampling Procedure 107
Participants of the Study 108
Research Instruments 108
Data Gathering Procedure 110
Implementation Phase 110
Summative Evaluation Phase 112
Data Analysis 113
Ethical Consideration 114
4 PRESENTATION, ANALYSIS, AND 116
INTERPRETATION OF DATA
Proposed Model for Designing Gamified 116
Simulations to Enhance Mathematical Creativity
and Collaboration
Developed Gamified Simulation Learning Packet 126
Based on the Proposed Model
Experts’ Evaluation of the Developed Gamified 143
Simulation Learning Packet
Students’ Pre-Test and Post-Test Scores on 158
Creativity and Collaboration
Students’ Feedback on the Use of the 161
Developed Gamified Simulation Learning
Packets
Main Theme 1: Essential Benefits 171
Subtheme 1.1: Enhancement of 171
Conceptual Understanding
vii
Subtheme 1.2: Increased Engagement 174
and Enjoyment in the Learning Process
Subtheme 1.3: Improved Motivation 176
Facilitated by the Rewards System
Subtheme 1.4: Diverse Advantages 178
Provided by Feedback Mechanisms
Subtheme 1.5: Incorporation of a Game- 180
Like Learning Environment
Main Theme 2: Challenges Encountered 182
Subtheme 2.1: Technical Issues 182
Experienced During the Implementation
5 SUMMARY OF FINDINGS, CONCLUSIONS, 185
AND RECOMMENDATIONS
Summary of findings 185
Conclusions 187
Recommendations 189
REFERENCES 191
APPENDICES 220
CURRICULUM VITAE 259
viii
LIST OF TABLES
Table Page
1 Distribution of Evaluators in Terms of Teaching 77
Experience
2 Reviewed Studies on Gamification and Simulation 80
with GeoGebra in Mathematics
3 Criteria for Selecting Competencies for Gamified 87
Simulations
4 Evaluation of Competencies Based on Gamified 88
Simulation Criteria
5 Instructional Objectives per Lesson 90
6 Pilot Testing of the Gamified Simulation Alignment 102
and Quality Evaluation Checklist
7 Comments and Action Taken to Improve Gamified 111
Simulations Features
8 Levels, Missions, and Goals in the Learning 128
Packet
9 Experts’ Evaluation in Terms of Content 143
10 Experts’ Evaluation in Terms of Format 146
11 Experts’ Evaluation in Terms of Presentation and 150
Organization
12 Experts’ Evaluation in Terms of Accuracy and Up- 153
to-datedness of Information
13 Gamified Simulation Alignment and Quality 156
Evaluation by Experts
14 Descriptive Statistics and Paired Sample t-Test 159
Results for Mathematical Creativity
15 Pretest and Posttest Scores in Mathematical 159
Creativity and Its Components
16 Descriptive Statistics and Paired Sample t-Test 161
Results for Collaboration
17 Joint Display Integrating Quantitative and 162
Qualitative Results on Creativity
18 Joint Display of Quantitative and Qualitative 168
Results on Collaboration
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LIST OF FIGURES
Figure Page
1 Chyung (2008) ADDIE Instructional Model 9
2 The ADDIE Model Flowchart of the Study 11
3 Schematic Diagram Showing the Interplay of 18
Variables
4 Visual Model for One-Group Pretest-Posttest 105
Design
5 Map of El Salvador City 107
6 Conceptual Model for Designing Gamified 117
Simulations
7 Sample Screenshot for Interactive Visualization 130
and Exploration of Concepts
8 Sample Screenshot for Real-Life Application of 132
Concepts
9 Sample Screenshot for Promoting Inquiry-Based 134
Learning
10 Sample Screenshot for Open-Ended Problem 137
11 Sample Screenshot for Problem-Posing 138
12 Sample Screenshot for Interest-Based Problem 138
Solving
13 Sample Screenshot for Interest-Based Problem 139
Solving
14 Sample Feedback on Incorrect Response 140
15 Sample Feedback on Correct Response 140
16 Sample Constructive and Motivating Feedback 141
17 Sample Reward through Point System 142
18 Sample Reward through Badges 142
x
LIST OF APPENDICES
Appendix Page
1 Letter to the Schools Division Superintendent 221
2 Letter to the School Principal 222
3 Invitation Letter to Teacher-Evaluator 223
4 Letter to Parents 224
5 Sample Validation Result for the Developed Learning 225
Packet
6 Gamified Simulation Alignment and Quality 229
Evaluation Checklist
7 Relevance Ratings of the Researcher-Made Gamified 231
Simulation Alignment and Quality Evaluation
Checklist
8 Pilot Testing Reliability Results of the Gamified 233
Simulation Alignment and Quality Evaluation
Checklist
9 Table of Specifications for the Researcher-Made Test 234
on Mathematical Creativity
10 Researcher-Made Pretest-Posttest Questionnaire on 235
Mathematical Creativity
11 Rubric for Researcher-Made Pretest-Posttest 236
Questionnaire on Mathematical Creativity
12 Relevance Ratings of the Researcher-Made Test on 237
Mathematical Creativity by Experts
13 Pilot Testing Reliability Results of the Researcher- 238
Made Test on Mathematical Creativity
14 Collaboration Self-Assessment Tool 239
15 Relevance Ratings of the Collaboration 240
Self-Assessment Tool by Experts
16 Interview Questionnaire for Focus Group Discussion 241
17 Pilot Testing Reliability Results of the Collaboration 242
18 Thematic Analysis Process 243
19 Sample Pictures Taken During Implementation 256
20 Boxplot Diagram for Pretest and Posttest Creativity 257
Scores
21 Boxplot Diagram for Pretest and Posttest 258
Collaboration Scores
22 Curriculum Vitae 259
Chapter 1
INTRODUCTION
Global competitiveness, technological innovations, and various challenges
define the landscape of the 21st century (Karomah et al., 2024). To respond to the
demands of this generation, individuals need to develop essential skills like
creativity and collaboration (Novita & Putra, 2016; Kuhn, as cited in Evans, 2020;
Zhang, 2023). Creativity refers to the ability to generate original and valuable ideas
or products that are suitable for a given context (Hoda, 2023). This skill allows
individuals to become flexible in solving problems (Istikomah et al., 2024). As a
result, creative person can easily adapt to new circumstances, view scenarios from
different angles, and present novel solutions to problems (Febrianti & Dasari,
2024). Furthermore, a global report involving over 800 CEOs identified creativity
as the most crucial skill in the industry, serving as a key driver for technological
innovation (Kozlowski & Chamberlin, 2019). In the same way, collaboration as
described by Jeong and Hmelo-Silver (2016) as working collectively toward a
common purpose is a vital skill that needs to be developed. Studies suggest that
it does not only enhance the efficiency of activities within the industrial processes
(Meléndez et al., 2019), but it can also improve mutual interest and partnership
that are not attainable working with rivalry and competition (Tolstykh et al., 2023).
Both creativity and collaboration also play essential roles in mathematics
education. Creativity is recognized as one of the twin goals of the mathematics
curriculum, highlighting its significance in the discipline (Novita & Putra, 2016). In
addition, students who show creativity in mathematics typically have strong
2
problem-solving capabilities and critical thinking skills (Roble, 2017). Meanwhile,
collaboration can enhance students’ comprehension of math concepts and build
knowledge collectively by allowing them to work together and discuss
mathematical ideas (Bozic et al., 2022). This simply shows that creativity and
collaboration can lay the foundation for holistic mathematical learning, equipping
students to navigate both academic and real-world challenges.
Despite their importance, studies have shown that the current teaching
practices of mathematics often overlooked both the development of creativity and
collaboration in the classroom. Among the hindering factors of creativity based on
literature include the commonly used of deductive method which prevents students
to think divergently (Walia & Walia, 2017), frequent used of tasks measuring low-
level thinking skills and less focus on creativity (Agustini & Fajriyah, 2017), and
limited integration of innovative and creative instructional media contributing to a
monotonous learning experience which prevent students’ creative potential
(Febrianti & Dasari, 2024). Meanwhile, collaboration is greatly compromised by the
dominance of expository teaching or teacher-centered instruction (Mukuka et al.,
2019). In this set-up, the teacher is considered the ultimate source of information
which limits student’s opportunities to explore mathematical ideas actively,
participate in discussions, or work together with classmates. These studies
suggest the need for intentional efforts to enhance both skills more effectively in
mathematics classroom.
Among the commonly used interventions in mathematics education,
gamification and simulation emerged as two of the powerful strategies to promote
3
learning. Simulation is a dynamic environment used to model real-life phenomenon
(Istikomah et al. 2024) and highly theoretical math concepts (Svitek et al., 2022).
Simulations require manipulating models in a dynamic setting, which promotes
active engagement and interaction among students (Findley et al., 2017).
Gamification, on the other hand, uses game-based strategies, incorporating
elements like challenges, feedback, and rewards, to create a more enjoyable and
motivating learning environment (Lanuza, 2020; Zaharin et al., 2021). Literatures
suggest that synergizing these approaches provides a promising potential for
mathematics education. As Redhead & Saunders (2019) pointed out, combining
them can foster a more conducive atmosphere for learning. While simulations
assist in visualizing and interacting with abstract concepts, gamification elements
can be integrated to improve engagement by adding a layer of challenge and fun,
motivating the intended users in the learning process (Roolvink, 2024).
In general, there are two ways to synergize gamification and simulation to
facilitate learning. This include designing educational simulation games or
gamified educational simulation (Pirker & Gütl, 2015; Zhang, 2023). Educational
simulation games are serious games or a fully-fledged game (Pirker & Gütl, 2015),
designed to improve and promote learning (Li et al., 2017). Meanwhile, gamified
simulation is a type of gamification where gamification elements such as
challenges, points, rewards, or feedback are simply added into simulated
environments to establish a more engaging and fun learning experience
(Neendoor, 2024). However, in the context of mathematics education, little is
known about the potential of gamified simulations as the focus is primarily on
4
simulation game. The researcher identified three possible reasons for this gap
based on existing literature. First, the emerging nature of gamified simulations
contributes to the limited research. Since gamified simulation is a new concept,
there is a lack of empirical research supporting its effectiveness (Karofyllidis et al.,
2023). This is notably different from simulation games, which have been widely
used across various fields for over 70 years, supported by hundreds of well-
established examples (Pászto et al., 2021). The second reason concerns with the
lack of methodologies concerning its design features (Pirker & Gütl, 2015). Without
established frameworks or clear guidelines, combining gamification elements with
simulation features to address the educational goals of the lesson becomes a
complex and challenging endeavor. Although Pirker & Gütl (2015) provided a
valuable framework for designing gamified simulation, it is mostly applicable for
science education. Therefore, current literature lacks a framework or a model
applicable to mathematics education suited for enhancing students’ creativity and
collaboration. The third possible reason has something to do with the
entertainment value. Pirker and Gütl's (2015) claimed that simulation games could
offer a stronger sense of playfulness and immersion compared to gamified
simulations. This potentially attracts both researchers and users due to their
widespread appeal and established frameworks. But unlike simulation games,
designing gamified simulation is a cost-effective approach of making learning more
fun rather than designing a full-pledge game that is expensive and require
specialists and several resources (Pirker & Gütl, 2015). This lack of research on
gamified simulations particularly for enhancing students’ creativity and
5
collaboration in math suggest that the full potential of this intervention has not been
clearly documented in the literature. Addressing this gap is critical, as gamified
simulation hold promise for creating a highly interactive and engaging learning
environment among students.
Additionally, choosing appropriate simulation tool is a critical step in
designing effective gamified simulations particularly if one wishes to integrate
gamification elements directly within the simulation framework. While many
simulation tools are highly effective for visualizing and exploring mathematical
concepts, they may lack the flexibility or scripting capabilities necessary to
incorporate gamification elements such as challenges, feedback, and rewards.
Without these features, it may be harder to integrate gamification smoothly, making
the process more complicated. Therefore, only those that support both simulation
and gamification elements should be selected to provide an integrated and
seamless learning experience. One powerful simulation tool identified for this
purpose is GeoGebra. GeoGebra is a free and a dynamic math software that
integrates features of algebra, geometry, statistics, spreadsheet, and calculus in a
single user-friendly package which can be utilized across various educational
settings (Hidayat & Tamimuddin, as cited in Anggraeni et al., 2021). The software
was developed by Markus Hohenwarter as part of his master’s thesis at the
University of Salzburg in 2002 (Hohenwarter & Lavicza, 2010). With GeoGebra,
users can create dynamic and interactive simulations that can model complex
mathematical relationships (Yorganci, 2018). Furthermore, its scripting and
customization capabilities enable teachers to integrate gamification elements
6
directly into the simulation environment (Dos Santos et al., 2022; Silva & Abar,
2024). This could include setting up challenges that require students to complete
specific tasks, embedding feedback mechanisms that guide students' learning
processes, or designing reward systems that motivate and recognize student
efforts. GeoGebra has also been proven effective in fostering students’
mathematical creativity and collaboration (Bozic et al., 2022; Karomah et al.,
2024). While GeoGebra existed long time ago, there is a lack of research
incorporating this tool in designing gamified simulations for enhancing students’
creativity and collaboration in mathematics particularly in the context where the
gamification is integrated directly with the simulation framework.
To contribute to the limited body of work on this topic, the current research
aims to design, develop, and evaluate learning packet with embedded gamified
simulations (as the main feature) using GeoGebra to enhance student’s creativity
and collaboration in mathematics. A learning packet refers to an organized set of
instructional materials created to support self-directed learning, typically containing
resources, exercises, and assessments aligned with defined learning goals
(Cevette, 1976). It has been shown to enhance high school student’s innovation
skills including creativity and collaboration (Monreal & Panoy, 2023). In the study,
the inclusion of learning packets is critical for two key reasons. First, learning
packets serve as ready to use instructional material that aligns with the curriculum
standards, enabling teachers to implement gamified simulations in their
classrooms. Second, they also function as a practical guide for educators,
illustrating effective ways to blend gamification and simulation in actual lessons.
7
This dual functionality ensures that the develop material maximizes its overall
impact not only by fostering student’s creativity and collaboration but also
empowers teachers with practical strategies to improve their teaching competence
and pedagogies. Guided by the ADDIE framework, the development of such
gamified simulation learning packet undergone rigorous validation through expert
reviews to ensure compliance with the criteria set for printed materials by the
Department of Education namely 1) content, 2) presentation and organization, 3)
format, and 4) accuracy and up to date information aligning with the goal of
enhancing creativity and collaboration.
As a summary, the current study seeks to design, develop, and evaluate
gamified simulation learning packets to enhance student’s creativity and
collaboration in mathematics. Using the ADDIE model, the study ensures that the
material does not only meet the educational goals of the lesson but also supports
effective teaching strategies making it beneficial for both students and teachers.
The study involved two major phases. The first phase involves the design,
development, and validation of the developed material while the second phase
includes its implementation and summative evaluation.
FRAMEWORK OF THE STUDY
ADDIE Framework
In the field of instructional design, the ADDIE model is one of the most
popular methodologies for structuring course content and increasing the success
of training programs (Boogaard, 2019; Groh, 2024). ADDIE is an instructional
8
design framework organized into five distinct phases: Analysis, Design,
Development, Implementation, and Evaluation. It is effective for creating engaging
learning experiences, ensuring that educational content is tailored to meet
learners’ needs and enhance outcomes (Adeoye et al., 2024). According to
Abuhassna et al. (2024), its adaptability and structured approach facilitate effective
integration of technology. Due to its efficiency and versatility, the ADDIE model is
favored by many e-learning professionals for designing online and web-based
training (Swift Elearning Services Private Limited, 2024). An additional benefit of
ADDIE is its capacity to identify and fix mistakes from previous cycles, which leads
to continuous improvement in product quality. In the current study, the researcher
opted to choose this model for creating effective learning experiences of students
through systematic integration of gamification and simulation elements in
mathematics learning with the goal of fostering students’ creativity and
collaboration.
Chyung (2008) outlines the essential tasks to be carried out in each phase
of the ADDIE model, as detailed on the next page.
9
Analysis Design Development Implementation
& Evaluation
1. Conduct training 4. Write 9. Develop 11. Deliver instruction
needs instructional instructional 12. Facilitate
assessment” objectives guide, student implementation
2. Conduct learner 5. Design test guide, and job processes
analysis instruments ideas 13. Conduct formative
3. Conduct job/task 6. Design 10. Develop evaluation and
analysis instructional instructional
make changes if
strategies materials and
necessary
7. Design lesson media
plan 14. Conduct
8. Identify summative
instructional evaluation
resources
Figure 1. Chyung (2008) ADDIE Instructional Model
The ADDIE model presented by Chyung (2008) suggested a total of 14
steps in developing effective instructional materials. In his presentation, the model
is composed of 4 major phases namely analysis, design, and development, as well
as implementation and evaluation being fused as one. The analysis phase is
composed of 3 tasks being conducted such as training needs assessment, learner
analysis, and job/task analysis. Next is the design phase composed of 5 tasks
namely write instructional objectives, design test instruments, design instructional
strategies, design lesson plan, and identify instructional resources. Next is the
development phase compose of 2 essential tasks namely develop instructional
guide, student guide, and job ideas, and develop instructional materials and media.
This is followed by the implementation and evaluation phase compose of 4 tasks
namely deliver instruction, facilitate implementation processes, conduct formative
evaluation and make changes if necessary, and conduct summative evaluation. In
10
the context of the study, the researcher adapted the Chyung’s model highlighting
some modifications in the process. The first modification took place in the analysis
phase where instead of conducting training needs assessment and learner
analysis, the researcher performed extensive readings in literature to guide the
model development for enhancing students’ creativity and collaboration in line with
the panelist’s recommendation. The second modification were the added activities
involved in the development phase. These include the development of gamified
simulation prior to the development of user’s guide and the learning packet where
gamified simulations were integrated, as well as the creation and validation of the
gamified simulation alignment and quality evaluation checklist which is an
important tool needed to determine if the gamified simulations were aligned with
the proposed model for enhancing students’ creativity and collaboration. The last
modification involved the timing of the formative evaluation where it was executed
in the Development phase rather than in the Implementation & Evaluation phase.
This means that after the development of the learning packet, they were subjected
to experts’ validation in terms of the set criteria to determine if there are changes
that need to be integrated before classroom implementation. This ensures that the
revised and enhanced version was utilized in the succeeding activities providing
greater effectiveness and relevance for the intended educational outcomes.
Shown below are the contextualization of the steps applied in the study.
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• Conduct review to establish theoretical and empirical foundation of
Analysis the study
• Determine learning competencies suitable for gamified simulation
• Establish clear, measurable objectives for enhancing creativity and
collaboration
• Design assessments for evaluating creativity and collaboration
• Design instructional strategies for promoting creativity and
Design collaboration (model development)
• Design detailed lesson plans
• Select and prepare the materials and tools needed
• Develop gamified simulations
• Create comprehensive guides for teachers and students in
Development navigating the gamified simulations
• Develop the gamified simulation learning packets
• Validate developed learning packets and make revisions
accordingly
• Pilot testing of the develop learning packets and make refinement
based on results
Implementation • Implementation of the developed gamified simulation learning
& Evaluation packet in the classroom
• Evaluation of the overall effectiveness and impact on students’
creativity and collaboration
Figure 2. The ADDIE Model Flowchart of the Study
Theoretical Framework
The current study on the design, development, and evaluation of gamified
simulation learning packets was anchored on the following concepts of Productive
Failure, Mathematical Creative Model, Self-Determination Theory, and Computer-
Supported Collaborative Learning.
Productive Failure is a teaching method introduced by Kapur (2008) where
students try to solve problems on their own before they are taught with the idea
directly, instead of after (Casing & Roble, 2021). The main idea behind productive
failure is that students learn math better after trying to solve a problem on their
own and struggling with it, compared to if they hadn’t gone through that struggle
(Kerrigan et al., 2021). In this case, students are most likely to commit mistakes,
12
but this floundering can pave the way for deeper learning. As Bicer (2021) noted,
letting students make mistakes helps them discover unique ways to solve
problems, which can improve their fluency, flexibility, and originality in math. In the
context of the study, gamified simulation (GS) initially presented an open-ended
challenge which allow students to explore math ideas on their own before getting
direct instruction. As students work on with the problem, the simulation provided a
dynamic environment where they can engage in trial and error, conduct
mathematical experiments, and test various approaches to arrive at a solution.
This approach serves as one way to engage the students and promote
collaboration early on. However, students were not expected to solve the problem
correctly at this stage due to their lack of prior knowledge. This creates
opportunities for students to struggle first with the concepts and experience
productive failure. As students presented their answers, the GS prompted them
when errors were made. This guides them to rethink their approach, which
encourages flexibility in their problem-solving strategies.
Subanji and Nusantara (2022) expanded upon the General Creativity Model
within the context of mathematics, leading to the development of the Mathematical
Creativity Model. The model suggests that mathematical creativity develops
progressively through a hierarchical model consisting of imitation, modification,
and creation. Accordingly, the foundational step to become creative in math is
through imitation which involves students replicating an existing solution. This
process focuses on directly applying known procedures or solutions to solve
mathematical problems without altering them. Since mathematical creativity
13
depends on expertise, students need a deep understanding of math concepts and
procedures (Grégoire, 2016). To be creative in math, they must first learn and
understand the concepts and steps well so they can use them easily. While
creativity is minimal in this level, students demonstrate it by selecting the correct
method and applying it accurately to solve a problem. The role of GS in this level
was to assist students in mastering foundational skills through visualization of
complex mathematics concepts and allowed them to practice similar problems
repetitively. The intermediate step to developing creativity in mathematics based
on the model involves some modifications in the previously given problem to
generate new challenges or tasks. Allowing the students to modify the existing
problem according to a very specific scenario is an example of structured problem-
posing (Bicer, 2021). This process can improve students’ creative thinking in math
by providing them with many possibilities to write different problems (supporting
fluency), try new and less common types of problems (encouraging flexibility), and
come up with unique problems (promoting originality) (Bicer, 2021; Wulandari et
al., 2024). In this level, GS offered tools and features helping students modify
existing problems. With GS, students can easily adjust variables, constraints, or
contexts within a problem to create new variations, ensuring their changes are
intentional and meaningful. Finally, students proceeded with the culmination of
mathematical creativity which is the creation level. At this stage, real mathematical
creativity is likely to happen and can drive the development of new mathematical
ideas or theories (Ervynck, 2002). In the context of the study, the creation level
engaged students in a sequence of mathematical modelling tasks which require
14
them to construct mathematical models satisfying the needs of the problem. The
first task can be considered a special type of modelling task called model-eliciting
activity for it is applied to real-life scenario. Wessels (as cited in Bicer, 2021) stated
that model-eliciting activities help improve students’ divergent thinking,
communication, use of different representations, flexible thinking, and creativity in
math. Moreover, these activities also help students appreciate the subject because
they make learning more meaningful by connecting math to real-life situations
(Chamberlin & Moon, as cited in Bicer, 2021) and letting students use what they
already know to build new ideas (Kozlowski & Chamberlin, 2019). The second task
is a mathematical modelling task with a little twist. In this case, students must
construct at least three different models satisfying the problem conditions
generated by the gamified simulation. In other words, the problems are not
predetermined at first but must be generated by the computer. In this level, GS
supported the construction of models through visualization and exploration of
concepts. GS also presented immediate feedback which were essential in
constructing and modifying models. This feedback helps them evaluate their
progress and refine their approach, ensuring that their model accurately reflects
the needs of the problem.
One of the theoretical foundations involving gamification is the Self-
Determination Theory. At its core, Self-Determination Theory (SDT) explains that
people are motivated by three basic psychological needs: autonomy, competence,
and relatedness (Ryan & Deci, 2017). When these needs are fulfilled in the
classroom, students developed intrinsic motivation and enjoyed the learning
15
process because it feels satisfying and meaningful to them. Furthermore, active
acceleration of students’ motivation through gamification can influence self-
determination and creativity in the long run according to Kalinauskas (as cited in
Zhang, 2023).
Autonomy is the feeling that you have control over your own choices and
actions. Autonomy is a crucial motivational source for creativity as it fosters
intrinsic motivation, leading to enhanced creative production and innovative
behavior among students (Baum & Baumann, 2018). It allows students to make
creative choices in problem-solving and presentation, fostering deeper
engagement and understanding, which enhances their mathematical creativity and
expression (Oscar et al., 2017). In the study, one of the ways to promote students’
autonomy was to allow them the freedom to modify the problems in the
“modification level” based on their choice and preference.
The second component of self-determination is competence. Competence
is also crucial for developing mathematical creativity. Children who felt more
competent explored more and showed better creative problem-solving abilities (Liu
& Xu, 2020). Competence is the feeling of being effective in the game
(Kalinauskas, 2014). In the study, competence was achieved by sequencing tasks
properly, starting with manageable problems to develop student’s confidence and
progressively introducing more challenging ones to enhance their creativity and
problem-solving skills. Moreover, teams who manifested creativity skill in
answering creative challenges received positive reinforcement (badges or points)
providing them a sense of accomplishment to further boost their competence.
16
Feedback also helps people feel more competent needed for personal growth
(MSEd, 2024). In the GS, even when students make mistakes, the motivating
prompts/feedback encouraged them to try again, reinforcing the idea that mastery
is achievable through effort.
The last component of the theory is relatedness. Relatedness is the feeling
of being linked to others through meaningful relationships and social interactions
(Kalinauskas, 2014). This was achieved by making activities as Team-Based
Challenges (group with three members) where students combined their ideas to
meet a common objective. Students have different roles to play in the activities
either as a leader, secretary, and verifier. As a leader, one student guides the
group’s overall approach. The secretary is in charged in documenting findings and
solutions. Meanwhile, the third students take on the role of verifier, in charge of
computer navigation. The division of labor ensures that each team member
contributes meaningfully to the task, leveraging their unique strengths and skills.
This collaborative aspect encouraged students to work collectively, share their
ideas, and support each other, satisfying their need for relatedness while
enhancing teamwork and collaborative creativity.
Jeong and Hmelo-Silver (2016) provided a framework how technology can
be effectively used for enhancing student’s collaboration. Four suggestions were
particularly relevant in the present study. These involve working together on a
shared task, communicating effectively, participating in meaningful collaborative
learning activities, and building knowledge collectively. In the context of the study,
the activities in the learning packet involving GS were structured around a shared
17
task, such as solving open-ended mathematical problems or creating functions to
meet specific criteria. These tasks were inherently collaborative, requiring students
to share ideas and work together toward a shared goal. To foster effective
communication, simulations incorporated immediate feedback mechanisms. When
students provided incorrect answers, the system delivers motivating prompts,
encouraging group dialogue and idea exchange. This process required students
to discuss their reasoning, evaluate potential solutions, and refine their responses
collaboratively. Additionally, the learning packet also supported productive
collaborative learning processes by engaging students’ specific roles to play to
ensure active participation and accountability among the group members. Finally,
the packet emphasized co-construction by requiring students to create shared
outputs, such as mathematical models. This process enables students to
collectively build knowledge, refine their ideas, and arrive at original solutions that
reflect their combined efforts.
Based on the foregoing views and theories discussed, the development of
the gamified simulation learning packets and the investigation of their influence on
students’ mathematical creativity and collaboration was undertaken.
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Independent Variable Dependent Variables
Experimental Group Mathematical Creativity
-Gamified Simulation Collaboration
Learning Packets
Pre-test
Figure 3: Schematic Diagram Showing the Interplay of Variables
Figure 3 illustrates the relationship among the variables in the study. The
independent variable is the gamified simulation learning packet, which is designed
to influence the students' creativity and collaboration in mathematics which are the
study’s dependent variables. The intervention was implemented with a single
group of students, identified as the experimental group, who were exposed to the
developed learning packet.
Statement of the Problem
The primary purpose of this study was to design, develop, and evaluate
gamified simulation learning packets to enhance student’s creativity and
collaboration in mathematics. In particular, this study seeks to address the
following questions:
1. What model can be developed to guide teachers in designing gamified
simulation to enhance students’ creativity and collaboration in
mathematics?
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2. What gamified simulation learning packet can be developed based on the
proposed model to enhance students’ creativity and collaboration in
mathematics?
3. What are the experts’ assessments of the developed gamified simulation
learning packets to enhance students’ creativity and collaboration in
mathematics?
4. Is there a significant difference between the pretest and posttest scores of
students exposed to the developed gamified simulation learning packets in
terms of: a) creativity; and b) collaboration?
5. What is the students’ feedback on the use of the developed gamified
simulation learning packets?
Scope and Limitation of the Study
The study focused on the design, development, and evaluation of gamified
simulation learning packets to enhance student’s creativity and collaboration in
mathematics education. It was conducted in one of the Divisions of Region X which
is the El Salvador City Division. The study involved two major phases. The first
phase includes the design, development, and validation of the gamified simulation
learning packets while the second phase is its classroom implementation and
summative evaluation.
In the first phase of the study, Chyung (2008) version of ADDIE model was
used for the design and development of the gamified simulation learning packets.
Initially, the researcher utilized Exploratory research design using secondary data
through literature review to inform the development of the model for enhancing
20
students’ creativity and collaboration in mathematics. After this, the researcher
proceeded with the development of the gamified simulation learning packet as its
practical application based on the features highlighted in the proposed model.
Challenges, points, badges, and feedback were employed as gamification
elements while simulations were within GeoGebra dynamic environment. The
topics addressed in the study focused on the second semester learning
competencies in Basic Calculus, specifically those related to Limits and Continuity.
After its development, the learning packet was validated by Teacher Experts from
the same division using a 4-point Likert scale adapted from the DepEd’s Module
Evaluating Tool in terms of the four criteria namely content, presentation and
organization, format, and accuracy and up to date information. They were identified
based on the set criteria 1) licensed professionals, 2) public school teachers, 3)
had at least ten years of teaching experience in math, 4) teaching in the secondary
level, and 5) with a Master Teacher position during the SY 2024-2025, 6) learning
packet or module writer, and 7) evaluators for instructional materials in the
Division, and 8) express voluntary commitment to join in the study.
This stage of the study has a few limitations which may affect the findings
of the study in general. First, the study was confined only within the context of El
Salvador City Division which may affect the generalizability of the findings in the
wider context. Second, the selection of the participants was mainly focused on
public school teachers within the Division which may limit the diversity of
perspectives and may not represent the views of mathematics teachers especially
those in private schools and those working outside the said division. Third, the
21
gamified simulation was only within GeoGebra environment which limits the use of
other simulations tools like Desmos, MATLAB, WolframAlpha, etc. In the study,
GeoGebra was chosen not only for its powerful visualization and experimentation
capabilities but also because of its cost-free nature and offline functionality. This
makes it the most practical and accessible tool unlike other tools that require
internet connection and subscription which may be difficult to avail in public
schools with less budget as they require further expenditures. Additionally,
GeoGebra also contains scripting features which the study crucially needed for the
seamless integration of the gamification elements directly within the simulation
framework which may not be available in other tools. The third reason is the lack
of research utilizing GeoGebra in developing gamified simulation-based lesson
particularly in enhancing students' mathematical creativity and collaboration.
In the second phase of the study, the developed gamified simulation
learning packets were implemented in one of the public schools in the Division of
El Salvador City which is Cogon National High School (CoNHS) during the SY
2024-2025. Since Basic Calculus was taught only to a single group of students in
the said school, the researcher opted to use one-group pretest-posttest design
where the dependent variables were measured twice: before and after the
intervention. Descriptive statistics were used to analyze students’ scores in the
pretest and posttest on creativity and collaboration in mathematics which provided
insights into the effectiveness of the learning packets. Moreover, students’
feedback on the use of the developed learning packets were analyzed using
thematic analysis to identify patterns and insights regarding their experiences.
22
The primary limitation of the second phase of the study was the absence of
a control group, which could impact the generalizability of the results, especially
regarding the effectiveness of the intervention. Without it, it is challenging to
determine whether any observed improvements in students' creativity and
collaboration are directly attributable to the intervention or influenced by other
variables. Future studies could address this limitation by including a control group
that does not receive the intervention. Comparing the results between the
intervention group and the control group would provide stronger evidence of the
intervention's impact on students' creativity and collaboration.
Definition of Terms
For better understanding, terms are defined operationally as they are used
in this study.
Mathematical creativity. This refers to the ability to generate multiple (fluency),
diverse (flexibility), and novel (originality) solutions to mathematical problems.
Collaboration. This refers to the process of working together to solve problems
and share insights, enhancing understanding through collective reasoning and
diverse perspectives.
Simulation. This refers to the interactive, hands-on computer activities that allow
the learners to visualize and explore abstract mathematical concepts in a dynamic
environment.
Gamification. This refers to the elements such as challenges, points, badges, and
feedback mechanisms use to enhance engagement and motivation.
23
Gamified Simulation. This refers to a form of gamification where gaming
elements such as challenges, points, rewards, and feedback are simply added into
simulated environments to make the learning process more interactive and
enjoyable.
Gamified Simulation-Based Learning Packets. This refers to the developed
learning packets (within the context of the study) with embedded gamified
simulations as its core features.
Chapter 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies that are relevant to the
present study on the design, development, and evaluation of gamified simulation
learning packets to enhance student’s creativity and collaboration in mathematics
education.
Creativity
One of the focused variables in the study is creativity. In psychology,
creativity refers to the ability to generate original and valuable ideas or products
that are suitable for a given context (Hoda, 2023). A person is considered creative
if he or she can solve problems or engage in activities using approaches different
from others (Ulum, 2024). Literatures suggest that creativity is not simply an inborn
talent but also a skill which can be cultivated through experience and learning
(Palupi et al., 2022; Zachepa, 2023; Ulum, 2024).
The concept of creativity as a psychological construct has gained significant
importance in the industry (Kozlowski & Chamberlin, 2019). In fact, a global report
from over 800 CEOs identified creativity as the most highly valued skill that enables
individuals to individuals to think divergently and produce technological
innovations (Kozlowski & Chamberlin, 2019). Creativity allows individuals to
become flexible in solving problems (Istikomah et al., 2024) which are important to
be able to adapt to new circumstances, weigh things from different angles, and
present novel solutions to industrial problems (Febrianti & Dasari, 2024). At the
25
same time, creativity is also the starting point for new ideas and solutions which
are needed to make advancements in art, technology, and science (Subanji &
Nusantara 2022). Under this assumption, without creativity, the industry cannot
improve or move forward.
In the field of mathematics education, creativity is regarded as a
multifaceted phenomenon with varying definitions (Muzaini et al., 2023). In fact,
there is no agreed-upon definition of mathematical creativity in the literature (Bicer,
2021). Instead, it is examined from different perspectives (Joklitschke et al., 2019).
Mann (as cited in Leikin, 2009), pointed out that there are over 100 modern
definitions of creativity. Some considered it as a cognitive process (Walia & Walia,
2017), a product (Haylock, 1987), or a combination of both process and product
(Shin et al., 2000b; Kim and Lee, 2005). While mathematical creativity is still a
disputed concept, Lee (2015) emphasized that the widely accepted basic definition
is “the ability and process to produce new mathematical knowledge or concepts”.
Amabile's definition of creativity, as cited in Grégoire (2016), offers a
thorough explanation of how creativity appears, particularly in mathematical tasks.
According to Amabile, creativity involves creating a new and suitable answer,
product, or solution to an open-ended problem. This means that creative outputs
are not only new but also valuable and meaningful, serving a specific purpose or
goal. Creativity doesn't require complete freedom; it is shaped by various
constraints, such as material, logical, or linguistic limitations, which guide and
refine the creative process. Furthermore, Amabile asserts that creativity should be
understood as a characteristic of ideas or products rather than an inherent quality
26
of individuals. This perspective recognizes that everyone has the potential to
engage in creative activities at different times and levels, depending on the context
and task. Creativity is a product that emerge from a creative process. There are
several expert opinions on the stages of the creative process. According to Wallas,
the stages include preparation (deeply focusing on interesting problems that spark
curiosity), incubation (a time when unusual connections form), insight (when ideas
come together suddenly), evaluation (judging if the insight is useful and worth
developing), and elaboration (working out and confirming the insight) (Wallas,
1926; Csikszentmihalyi, as cited in Moraová et al., 2018). For Siswono (as cited in
Karomah et al., 2024), creative process includes synthesizing ideas, building an
idea, planning the ideas, and applying the idea to produce something new. In line
with Subanji and Nusantara (2022) perspectives, creative products in mathematics
develops progressively through a hierarchical model consisting of imitation,
modification, and creation. Despite differences in these models, they suggest
commonality emphasizing creativity as a product reflecting the individual's thought
process and effort. These creative products in mathematics are generated as a
result of understanding, intuition, and insight (Ervynck, 2002). They do not only
integrate past knowledge and address current needs but also produce original and
often surprising outcomes (Leikin, 2009).
Subanji and Nusantara (2022) expanded upon the General Creativity Model
within the context of mathematics, leading to the development of the Mathematical
Creativity Model. The model suggests that mathematical creativity develops
progressively through a hierarchical model consisting of imitation, modification,
27
and creation. Accordingly, the foundational step to become creative in math is
through imitation which involves students replicating an existing solution. This
process focuses on directly applying known procedures or solutions to solve
mathematical problems without altering them. Since mathematical creativity
depends on expertise, students need a deep understanding of math concepts and
procedures (Grégoire, 2016). To be creative in math, they must first learn and
understand the concepts and steps well so they can use them easily. While
creativity is minimal in this level, students demonstrate it by selecting the correct
method and applying it accurately to solve a problem. In the context of the study,
the role of GS in this level was to assist students in mastering foundational skills
through visualization of complex mathematics concepts and allowed them to
practice similar problems repetitively. The intermediate step to developing
creativity in mathematics based on the model involves some modifications in the
previously given problem to generate new challenges or tasks. Allowing the
students to modify the existing problem according to a very specific scenario is an
example of structured problem-posing (Bicer, 2021). This process can improve
students’ creative thinking in math by providing them with many possibilities to
write different problems (supporting fluency), try new and less common types of
problems (encouraging flexibility), and come up with unique problems (promoting
originality) (Bicer, 2021; Wulandari et al., 2024). In this level, GS offered tools and
features helping students modify existing problems. With GS, students can easily
adjust variables, constraints, or contexts within a problem to create new variations,
ensuring their changes were intentional and meaningful. Finally, students
28
proceeded with the culmination of mathematical creativity which is the creation
level. At this stage, real mathematical creativity is likely to happen and can drive
the development of new mathematical ideas or theories (Ervynck, 2002). In the
context of the study, the creation level engaged students in a sequence of
mathematical modelling tasks which require them to construct mathematical
models satisfying the needs of the problem. The first task can be considered a
special type of modelling task called model-eliciting activity for it is applied to real-
life scenario. Wessels (as cited in Bicer, 2021) stated that model-eliciting activities
help improve students’ divergent thinking, communication, use of different
representations, flexible thinking, and creativity in math. Moreover, these activities
also help students appreciate math because they make learning more meaningful
by connecting math to real-life situations (Chamberlin & Moon, as cited in Bicer,
2021) and letting students use what they already know to build new ideas
(Kozlowski & Chamberlin, 2019).The second task is a mathematical modelling task
with a little twist. In this case, students must construct at least three different
models satisfying the problem conditions generated by the gamified simulation. In
other words, the problems are not predetermined at first but has to be generated
by the computer. In this level, GS supported the construction of models through
visualization and exploration of concepts. GS also presented immediate feedback
which were essential in constructing and modifying models. This feedback helps
them evaluate their progress and refine their approach, ensuring that their model
accurately reflects the needs of the problem.
29
Mathematical creativity is a process of producing more than one response
to a problem (Walia & Walia, 2017). It is often assessed through tasks that
measure mathematical divergent thinking (Meier et al., 2021). In this case,
participants are asked to come up with as many creative solutions as they can to
a given problem. (Walia & Walia, 2017). According to Guilford (1956), divergent
thinking is assumed to be composed of fluency, flexibility, originality, and
elaboration. This framework is commonly used in the context of mathematics for
measuring students’ creativity but focusing more on fluency, flexibility, and
originality (Leikin & Lev, 2013; Akgul & Kahveci, 2016; Molad et al., 2020; Muzaini
et al., 2023). Fluency is the ability to come up with many different ideas or answers
to a math problem. Flexibility is the ability to look at a problem in different ways
and try various methods to solve it. Originality refers to how unique or uncommon
the ideas or solutions are. Similarly, divergent tasks particularly those that involve
multiple solutions were utilized to assess student’s mathematical creativity in the
pretest and posttest measured in terms of fluency, flexibility, and originality of
solutions.
Creativity is also essential throughout the entire process of advanced
mathematical thinking, driving the development of theories, framing conjectures,
and constructing formal proofs (Ervynck, 2002). Presently, it is one of the two main
goals of mathematics education (Verzosa & Vistro-Yu, 2019), making it an integral
part of the subject (Nadjafikhah et al., 2012; Novita & Putra, 2016). In the math
classroom, creative students often show strong problem-solving and critical
thinking skills, which are essential in today’s society (Roble, 2017). As stated in
30
the revised Bloom’s taxonomy, creativity is considered the highest level of thinking
(Subanji & Nusantara, 2022). People who think creatively often become strong
problem-solvers, initiators, and innovators. This aligns with the core goal of
mathematics education, which is to help students think creatively and logically, and
to solve problems effectively (Istikomah et al., 2024). However, rather than being
a well-developed area, mathematical creativity remains underexplored in both
mathematics and mathematics education worldwide (Permatasari & Pratiwi, 2020).
Until now, it has been largely overlooked in formal education (Romaito et al., 2021).
Among the hindering factors of creativity based on literature include the commonly
used of deductive method which prevents students to think divergently (Walia &
Walia, 2017), frequent used of tasks measuring low-level thinking skills and less
focus on creativity (Agustini & Fajriyah, 2017), and limited integration of innovative
and creative instructional media contributing to a monotonous learning experience
which prevent students’ creative potential (Febrianti & Dasari, 2024). Moreover,
the K to 12 curriculum imposes an extensive array of learning competencies for
students (Ednave et al., 2018). This creates significant pressures among
educators who are expected to cover all competencies within a semester which is
way too short to teach the content effectively (Braza & Supapo, 2014). This
resulted in teachers teaching concepts in a hurry to complete them within the
desired period and reduced mathematics instruction into the “tell”, “show”, and “do”
model. This model assumes that students will understand the rules and examples
simply presented to them. This limits the use of creativity in the classroom, turning
mathematics into just a collection of skills to learn and rules to memorize. Because
31
of this, many children lose their natural curiosity and excitement for math as they
grow older, which becomes a big challenge for teachers who want to instill this
very quality in their students (Novita & Putra, 2016).Therefore, it is important to
encourage, nurture, and efforts for nurturing mathematical creativity should be
highly supported (Pham & Cho, 2018; Walia & Walia, 2017). For this reason,
mathematical creativity is chosen as one of the dependent variables of the study.
In his literature review, Bicer (2021) highlighted that the instructional
strategies found helpful for enhancing mathematical creativity closely aligns with
inquiry-based learning (IBL). Inquiry-Based Learning (IBL) promotes students'
creativity by motivating them to ask meaningful questions, explore different ways
to solve problems, generate ideas from various sources, share their thoughts with
others, and reflect on their own learning (Bruce, 2011). It is based on constructivist
learning theories, which suggest that learners build knowledge by actively
interacting with new experiences and ideas (Alismaiel et al., 2022). IBL requires a
student-centered learning environment in which students are expected to work
both individually and cooperatively to determine a loosely defined outcome through
optional solution methods (Bicer, 2021). This approach prioritizes the development
of conceptual understanding (Rittle-Johnson et al., 2001) which goes beyond
simply mastering procedures and algorithms, enabling students to apply their
knowledge flexibly and creatively in various contexts. Moreover, inquiry-based
approaches often involve the use of open-ended tasks and real-world problems
that encourage critical, creative, and independent thinking (Suherman &
Vidákovich, 2022; Gallaun et al., 2022). These tasks offer students the opportunity
32
to explore various solutions, understand connections between mathematical ideas,
and apply their knowledge in a relevant and meaningful situations. IBL principles
encourage students to construct their knowledge through inquiry and collaboration.
Student’s creative abilities could be fostered through asking questions, taking risks
to share their mathematical ideas, collaborating with others to hear diverse
mathematical perspectives which are indeed the core features of the IBL model
(Bicer, 2021).
One suggestion to enhance student’s creativity in mathematics is to
promote the idea that mistakes are acceptable while trying to solve a problem
(Bicer, 2021; Veith & Bitzenbauer, 2022). This idea is based on the principles of
productive failure. Productive Failure is an instructional strategy introduced by
Kapur (2008) that requires learners to struggle while they attempt to solve issues
before receiving direct instruction on a particular idea, rather than later (Casing &
Roble, 2021). The fundamental hypothesis of productive failure is that students will
better understand some mathematical explanations after struggling to solve a
problem than they would have if they did not have the experience of struggling to
solve that problem (Kerrigan et al., 2021). In this case, students are most likely to
commit mistakes, but this floundering can pave the way for deeper learning. As
Bicer (2021) pointed out, allowing students to make mistakes can lead them to find
uncommon methods of solutions that they can promote their fluency, flexibility, and
originality in mathematics. In this study, the GS created opportunities for students
to experience productive failure by encouraging them to tackle open-ended
problems without immediate solutions. This process allowed students to struggle,
33
make mistakes, and explore multiple approaches, ultimately fostering deeper
learning and enhancing their creativity as they refine their problem-solving
strategies.
Catarino et al. (2019) noted that creativity is usually a social product
advanced through mutual consideration of diverse ideas in a collaborative context.
There are two main steps to promote students’ creativity. The first step is to engage
students in collaborative learning groups, and the second is to provide them with
a series of complex reasoning tasks and projects to work on. In the context of the
study, GS provided students with review activities which allowed them not only to
recall previously learned concepts but also encouraging them to work together and
share ideas. This collaborative review activity was done to set the environment for
creative thinking in the succeeding activities. After solving the review activity, GS
transition to posting open-ended problem concerning productive failure allowing
students to think critically and explore multiple solutions to enhance their creativity.
Grégoire (2016) argued that mathematical creativity, like other forms of
creative behavior, is deeply rooted in the intellectual abilities and personality traits
of individuals. While these characteristics are innate, the direct impact of training
programs on them is somewhat limited. However, the interaction between the
educational environment and these traits significantly influences three key
components of creativity namely expertise, original thinking, and intrinsic
motivation, all of which contribute to an individual’s creative potential. This potential
can be fully realized and demonstrated when it is nurtured and supported within a
suitable human and material environment, leading to creative performance.
34
Teachers perform an essential role in fostering creativity in mathematics
education. In line with this, Grégoire (2016) claimed that developing mathematical
creativity in schools should begin with the education of teachers in mathematics.
Only skilled and creative teachers can build the kind of learning environment that
truly supports and nurtures students’ creativity. These teachers must effectively
balance the development of expertise (in terms of concepts and procedures) with
the encouragement of original thinking. To cultivate original thinking, a crucial
aspect of creative cognitive style, teachers should provide students opportunities
to engage with ill-posed and open-ended problems, explore mistakes, and find
various solutions to the same problem. These experiences, along with positive
emotions, can help students develop a genuine interest and inner motivation to be
creative in mathematics. Additionally, teachers should help students understand
that creative insights are often fostered through discussion, collaboration, and
social support. Teachers should not only promote original thinking but also work to
overcome obstacles to creativity, especially those related to epistemological
challenges. In support, Veith and Bitzenbauer (2022) further emphasized that
teachers need to create a supportive and safe learning environment that
encourages risk-taking, experimentation, and learning from mistakes, providing
opportunities for students to engage in open-ended tasks, real-world problem-
solving, and collaborative learning experiences, encouraging students to think
critically, reflect on their thinking, and develop a growth mindset, and modeling and
valuing creativity through their own teaching practices and interactions with
students in order to improve students creativity. Risk-taking was encouraged by
35
not imposing penalty to students for supplying incorrect responses to problems
within GS regardless of the number of attempts made. To establish better
connections between different mathematical concepts, simulations presented real-
world problems allowing students to apply their knowledge in meaningful and
relevant contexts. Teachers should also support students to embrace challenges,
persevere through difficulties, and view mistakes as opportunities for growth (Xu
et al., 2022). This was promoted through constructive feedback or motivating
prompts made by simulation after an incorrect response is supplied, providing
them opportunities to refine their ideas and establish a mentality that success can
be achieved through constant efforts and persistence. For Fasko (2001), teachers
need to give students time to process, discuss, and conduct experiments to
develop creativity. Mann (2006) supports this claim highlighting that teacher
offering a longer time duration for engaging with mathematical problems is
necessary for fostering creativity. Students need ample time to perform creative
acts in mathematics because creativity requires students to deeply think, analyze
several methods, and refine their solutions (Wessels, 2014). The currents study
supported these findings by providing students with longer amount of time to solve
creative challenges within GS to make them engage deeply, explore approaches,
and refine solutions to foster creativity.
It is also essential to move beyond rigid, procedure-based instruction and
embrace approaches that encourage open-ended thinking and innovation.
Kozlowski & Chamberlin (2019) stated that procedure-based teacher instruction
decreases mathematically gifted students’ creative possibilities and restricts their
36
thinking potential. By establishing unnecessary limitation on mathematical
thinking, teachers reduce the chances for mathematically gifted students to explore
different ideas, which may prevent them from developing creative outcomes. This
is supported by Ayllón et al. (2016) who claimed that teaching mathematics stops
the development of creativity in several opportunities when establishing a very
strict action guide in problem-solving. Fostering students’ creativity is essential for
improving mathematics teaching. Students need the freedom to think, act, or
reconsider their approach, allowing their imagination to grow and create new ideas
just as they do when they make sense of symbols, signs, and operations. This
study addressed these concerns by integrating learning activities in the GS that
promote open-ended thinking and creativity, allowing students to explore diverse
strategies and generate innovative mathematical ideas without the constraints of
rigid procedures.
Utilizing innovative learning media both in the classroom and home-based
learning is also a key consideration to improve student’s creativity in math
(Febrianti & Dasari, 2024). One interactive learning medium identified for this
purpose is the GeoGebra (Rachmawati et al., 2023; Febrianti & Dasari, 2024).
GeoGebra provides many opportunities for mathematical learning by serving as a
tool to demonstrate, visualize, and build abstract concepts. Using GeoGebra,
teachers can create an interactive learning environment that allows students to
explore and discover mathematical ideas on their own. Prabawanto and Jupri
(2018) supports this notion and highlighted that the Think Talk Write model when
assisted by GeoGebra can promote student’s creative mathematical thinking.
37
GeoGebra could encourage the student creative thinking by providing the
opportunity to experiment with their own ideas and find solutions to mathematical
problems (Rachmawati et al., 2023; Istikomah et al., 2024). It can assist students
in developing their inventive thinking abilities (Istikomah et al., 2024). Similarly, the
current study leveraged the use of GeoGebra to create GS in Basic Calculus.
Another important factor supporting creativity is the environment
(Puspitasari & Wibowo, 2022). A supportive environment means the opportunities
and facilities provided to students to develop their creativity. It is crucial to create
learning environments that cater to individual student needs and promote
exploration, recognition, and challenge. Pham and Cho (2018) claimed that
students should be provided with problem choices which matches their interest,
level of conceptual understanding, and level of mastery of skills to enhance their
creativity. Researchers further noted that it is also essential to recognize and
reward this skill frequently and ensure a safe environment for taking risks with
enough time for reflection and persistence. Affirming and appreciating student
creative ideas strengthen their ability to think creatively (Istikomah et al., 2024).
For this matter, teams manifesting mathematical creativity were promptly
recognized and awarded with points and badges as positive reinforcements,
encouraging student engagement and persistence in solving challenging
problems.
Collaboration
Another focused variable of the study is collaboration. Collaboration is
defined as two or more people working together toward a shared goal (Jeong &
38
Hmelo-Silver, 2016). It involves individuals sharing responsibilities, trusting each
other, and taking on roles to tackle complex challenges together (Alexandra &
Barton, 2017; Davis & Bos, 2018; Tracy & Xu, 2018). Collaboration is crucial in the
industry as it enhances the efficiency of activities within industrial processes,
leading to overall improvements (Meléndez et al., 2019). It can also foster mutual
interest and partnership in contrast with rivalry and competition (Tolstykh et al.,
2023). Collaboration can lead to the development of innovative products which are
unattainable working in isolation (Eglite, 2023). In the medical field, collaborative
efforts among healthcare professionals can lead to improved patient outcomes and
more effective care plans (Sanders et al., 2023).
In the context of mathematics education, collaboration is also an essential
skill to be developed. By allowing students to work together and discuss
mathematical ideas, they can deepen their understanding of mathematical
concepts and build on each other’s knowledge (Stovner & Klette, 2022; Veith et
al., 2022; Bozic et al., 2022). Group collaboration offers benefits like pooled
knowledge, explanation, cross-cueing, and error correction, while reducing
memory load (Nokes-Malach et al., 2015). It can also foster critical thinking and
problem-solving skills by encouraging students to analyze, evaluate, and
synthesize information from multiple sources and perspectives (Mater et al., 2022).
It is also one way to enhance students’ motivation and engagement by creating a
sense of community and fostering positive social interactions (Johnson & Johnson,
2009). This skill provides opportunities for students to practice and develop
essential communication and teamwork skills as they work together to achieve
39
common goals (Yi & LuXi, 2012). Moreover, learning with technology can be
effectively facilitated through students’ collaboration compared to individual
learning (Chen et al., 2018). In line with this, all learning activities in the GS were
designed for collaborative learning.
Despite the importance of collaboration, this skill is being compromised in
current mathematics teaching practices. This is primarily due to the prevalent use
of teacher-centered instructions which limits the opportunities for students to
actively explore mathematical concepts, engage in discussion, or collaborate with
their peers (Nilimaa, 2023). When direct instruction is prioritized, students often
work independently, missing opportunities to learn from peers and develop critical
thinking skills through dialogue (Oates et al., 2016; Bature & Atweh, 2019). As a
result, mathematics classroom provides a limited space for student’s collaboration
in this setting. These studies in general suggests that classroom activities to
promote student’s collaboration in mathematics classes are necessary not only to
prepare our students for the future life but also facilitate learning of mathematics
more effectively. Furthermore, being a core component of 21st-century readiness,
Kuhn (as cited in Evans, 2020) emphasized that collaboration is a critical concern
and deserves attention as a research focus. As cited by Child & Shaw (2016), most
of the variables used in research today employ cognitive variables to support
students’ learning such as critical thinking and reasoning skills, but less on non-
cognitive variables such as collaboration. For these reasons, collaboration was
selected as another dependent variable of the study.
40
Collaboration can be fostered using collaborative learning frameworks by
encouraging students to work together in small groups or teams to solve problems,
complete tasks, or explore concepts (Nilimaa, 2023). This approach is based on
the idea that learning happens through social interaction, and students gain more
by sharing their ideas, knowledge, and experiences with their classmates. This
social dimension of learning is given emphasis in the social constructivism and the
zone of proximal development (ZPD) by Vygotsky (1896–1934). Vygotsky argues
that learners best acquire new knowledge in a social context, with the assistance
of peers or more knowledgeable individuals (Khadidja, 2020). His concept of the
Zone of Proximal Development (ZPD) suggests that learning is most effective
when students work on tasks that are just beyond their independent capabilities
but can be accomplished with appropriate guidance and support. In the current
study, students worked in groups, which is a key feature of Vygotsky’s social
constructivism. As students collaborate, they engaged in dialogue and shared
problem-solving, constructing knowledge collectively. For instance, when students
tackle the activities in the GS together, they rely on each other’s strengths and
build on each other’s ideas, aligning with Vygotsky’s view that social interaction is
crucial for cognitive development. The ZPD comes into play when students work
on tasks they may not be able to solve individually but can solve collectively with
the help of their peers. The peer-to-peer guidance and feedback from the gamified
simulation simulate the scaffolding effect that Vygotsky described, pushing
students into deeper understanding.
41
Productive Failure, introduced by Kapur (2008) provides an avenue to
improve student’s collaboration in math by allowing them to engage in discussions,
propose and reject solutions, and explore gaps in their knowledge. Successful
collaboration in productive failure according to Kerrigan et al. (2021) involves
students working together to reach a "productive impasse," where they collectively
identify why their solutions are failing and what they are missing in terms of
knowledge. The process includes rich mathematical argumentation, with students
building on each other's contributions.
Teachers play an important role in supporting effective student collaboration
(Web et al., 2019). Some of the suggestions presented include teachers assigning
specific roles to students, asking groups to follow particular strategies or activities,
encouraging students to ask questions and explain their thinking, as well as
designing tasks that promote equal participation among all group members,
including both high-status and low-status students. In the study, specific roles were
assigned to students such as a leader, secretary, and verifier during activities to
ensure that they have an active role to play in every problem-solving. The roles
were reshuffled each day so that everyone can perform the different roles.
Gamified elements such as points and badges were used to reward group
success, promoting group participation. Additionally, dynamic simulations guided
students to ask probing questions, explain their reasoning, and collaborate on
strategies. Retnowati et al. (2017) further supports this by emphasizing that active
social interactions, group goals, and individual accountability among students as
essential components in collaborative learning.
42
Technology has also shown to foster student collaboration. According to
Jeong et al. (2019), the provision of technological tools such as online discussion
boards, representational tools, and/or simulations as well as support for
pedagogical activities are essential to improve the quality and depth of discussion
among students in a collaborative learning activity. In line with this, Jeong and
Hmelo-Silver (2016) provides a framework how technology can be effectively used
for enhancing student’s collaboration. Four suggestions were particularly relevant
in the present study. These involve working together on a shared task,
communicating effectively, participating in meaningful collaborative learning
activities, and building knowledge collectively. In the context of the study, the
activities in the learning packet involving GS were structured around a shared task,
such as solving open ended mathematical problems or creating functions to meet
specific criteria. These tasks were inherently collaborative, requiring students to
share ideas and work together toward a shared goal. To foster effective
communication, simulations incorporated immediate feedback mechanisms. When
students provided incorrect answers, the system delivers motivating prompts,
encouraging group dialogue and idea exchange. This process required students
to discuss their reasoning, evaluate potential solutions, and refine their responses
collaboratively. Additionally, the learning packet also supported productive
collaborative learning processes by engaging students’ specific roles to play to
ensure active participation and accountability among the group members. Finally,
the packet emphasized co-construction by requiring students to create shared
outputs, such as mathematical models. This process enabled students to
43
collectively build knowledge, refine their ideas, and arrive at original solutions that
reflect their combined efforts. These features of collaborative learning with
technology are known to improve student’s conceptual understanding,
achievement, retention, and attitude on the math topics (Birgin & Topuz, 2021; of
Birgin & Acar, 2022; Baya’a, et al., 2022; Bozic et al., 2022).
Catarino et al. (2019) further emphasized that collaborative learning,
compared with competitive learning tends to increase the number of novel
solutions to problems, results in the use of more varied reasoning strategies,
generates more original ideas, and results in more creative solutions to problems.
He also pointed out that creativity is often a social outcome, developed by sharing
and considering different ideas together in a collaborative setting. Sriraman (as
cited in Bicer, 2021) supports this view suggesting that teachers need to inspire
students to take intellectual risks and openly share their mathematical ideas with
others. When students share their mathematical point of views with each other,
their mathematical imagination becomes more diverse, and this, in turn, may
increase their cognitive flexibility in problem solving (Bicer, 2021). The current
study addressed this by promoting an atmosphere where students feel comfortable
sharing unconventional ideas without fear of judgment during group discussion.
Norms were presented for respectful listening and valuing each contribution. To
minimize the effect of competition, leaderboard where group scores are presented
with respect to other groups scores was not utilized as gamification element.
On the other hand, collaborative learning can be challenging and doesn’t
always guarantee successful outcomes. Studies by Nokes-Malach et al. (2015)
44
pointed out that certain tasks can increase cognitive load and disrupt individual
performance, while Evans (2020) emphasized that placing students together
doesn't automatically lead to effective collaboration. Le et al. (2018) highlighted
obstacles such as a lack of collaborative skills, free-riding, and unequal
competence levels among students, which hinder effective teamwork. In view of
these challenges, the teacher monitored students’ undertakings and involvement
in the GS activities. This was done by actively circulating among the groups while
they work. This allows the teacher to observe interactions, provide guidance, and
ensure that students are on task. It also created a supportive atmosphere and
reinforces collaboration during activities.
Simulation-Based Learning
One of the technology-based media that has a positive impact on learning
is computer simulation (Simanjuntak et al., 2021). In a broader sense, the term
simulation refers to the exercise of flexible imitation of processes and outcomes to
clarify or explain the underlying mechanisms involved (Pritsker, 1979). It can be
any artificial representation use to imitate real-world or theoretical processes,
allowing people to experiment with or explore how these processes function
without directly interacting with them. Simulation can be used to apply or expand
knowledge through explorative learning (Hillmayr et al., 2020) with interactive and
scaffolded activities (Reinhold et al., 2020). In the current study, one of the main
features was the use of simulation enabling students to visualize and interact with
complex mathematical ideas, offering dynamic graphical representations making
abstract concepts more tangible and foster deeper understanding.
45
Although many studies on simulations focused on real-life phenomena
(e.g., Jane et al., 2017; Malgieri et al., 2018; Manunure et al., 2020; Solvang &
Haglund, 2022; Çekmez, 2023; Ciobanu et al., 2023), there is a growing body of
research that employs simulations to represent purely theoretical mathematics
concepts. For example, Svitek et al. (2022) used simulations to visualize highly
theoretical concepts in number theory. From the simulations, students created
conjectures based on their observations and provided proof. Moreover, Plass et
al. (2009) considered interactive dynamic visualization as form of simulations
where learners can control and manipulate variables. Similarly, Koparan (2019)
and Septian et al. (2021) used simulations mainly to visualize probability and
calculus concepts respectively. This shows that while simulations often involve
modeling real-life events, they can also be used in a broader sense to simulate
hypothetical scenarios, virtual environments, or abstract concepts. In connection,
the current study subscribed to both ideas. Some simulations were introduced to
present the concept at first, while other simulation relate to real life applications in
the later part of the discussion. Both of which were interactive and dynamic
allowing learners to visualize, explore, and experiment with mathematical
concepts. For this purpose, pre-designed simulations were utilized for the lesson.
Simulation can be a very beneficial intervention to promote student’s
creativity in math. It provides opportunities for students to develop their divergent
thinking abilities, critical thinking, innovation, and problem-solving skills which are
all essential components of mathematical creativity (Vlachopoulos & Makri, 2017;
Bicer, 2021). Idris & Nor (2010) found that simulation through computers and
46
graphing calculators, enhances students’ mathematical creativity by providing
interactive visual representations of concepts. Unlike traditional methods that rely
on static textbook diagrams, interactive simulations enable students to animate
geometric figures and manipulate parameters in real time, allowing for deeper
exploration of mathematical ideas. As students explore these visual
representations, students are prompted to ask questions, hypothesize, and draw
connections between concepts. One important feature of Computer-Based
Simulations (CBS) is that they can present the dynamics and complexity of certain
concepts that are very difficult to explain using words, equations, or experiments
(Jane et al., 2017). This is particularly relevant in the study where simulations were
designed to improve student’s creativity in math.
Lubis (2023) revealed that the use of interactive simulations influences
student’s mathematical creativity by providing an interactive, engaging, and
flexible learning environment that encourages active learning, knowledge
construction, inquiry, and exploration among students. Students engaged with
simulations were encouraged to generate multiple ideas and solutions through
experimenting with different mathematical scenarios and visualizations, which
enhances their ability to produce a variety of responses. Simulation provided
students with opportunities to explore and test a variety of approaches which
enhances their fluency in mathematical thinking and problem-solving. Students
adapted their strategies and approaches based on the feedback they receive from
the simulations. This requires them to be flexible in their thinking and modify their
initial ideas. Additionally, flexibility in mathematical creativity typically involves
47
viewing problem or concepts from multiple perspectives (Findley et al., 2017; Teng,
2019). Simulation supports this by providing students with diverse representations
of concepts such as graphs, equations, or tables in an interactive and dynamic
environment allowing students to develop flexibility in problem-solving. In terms of
originality, the exploration of diverse scenarios and perspectives offered by the
simulations encouraged students to develop unique and original solutions which
fosters their creativity (Karomah et al., 2024). Aside from creativity, simulation can
also enhance student’s collaboration. Many interactive simulations were designed
for collaborative use, providing a risk-free environment where students can work
together to test hypotheses, share ideas, and refine their understanding. This
process not only strengthens their ability to reason collectively but also fosters the
development of creative solutions by encouraging diverse perspectives (Mukazi,
2022; Editorial, 2024).
Learning using simulation is a form of learning that is very suitable for
constructivism principles. It can be used to enhance teaching and to facilitate
students’ active engagement (Manunure, et al., 2020). Constructivist approaches
encourage students to build on their existing knowledge, challenge their
preconceptions, and make connections between different concepts (Nilimaa,
2023). This approach highlights the role of social interaction and collaboration that
takes place in process of learning. Students are encouraged to cooperate,
exchange ideas, and engage in discussions to strengthen their understanding and
problem-solving skills. This promotes a classroom community and helps students
develop essential communication and teamwork abilities. In the current study,
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students were provided with hands-on simulation activities where they have to
work in groups allowing them to have an active role to play in the learning process
instead of merely acting as passive learners. Moreover, constructivism values
collaboration which aligns with the goal of the study to improve this skill among
students through active involvement in simulation-based lessons.
In mathematics, the use of dynamic tools such as GeoGebra is considered
as one kind of simulation (Hegedus et al., 2015; Lichti & Roth, 2018) enabling
students to learn abstract subjects, such as geometry, algebra, and calculus in an
interactive and explorative manner (Bhagat & Chang, 2015; Lichti & Roth, 2018).
For example, students can explore the concept of limits in calculus by manipulating
sliders in GeoGebra to observe how a function behaves as 𝑥 approaches a certain
value. Similarly, GeoGebra was utilized to perform such simulation activities in the
study. It was installed on the computers for students to use during the
implementation of the study.
Literatures presented different ways on how to utilize simulations with
GeoGebra to influence mathematical creativity. For instance, according to
Ferdinandus (as cited in Bachore, 2021), Discovery Learning Model assisted by
GeoGebra simulations has been shown as an effective intervention to improve the
ability of creative thinking of students. The simulations play a crucial role in this
model by providing a dynamic environment for students to visualize, explore, and
discover mathematical concepts interactively.
Prabawanto and Jupri (2018) investigated the enhancement of Indonesian
students’ mathematical creative thinking skills through the GeoGebra-Assisted
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Think-Talk-Write (TTW) model. It addresses the issue of students’ inadequate
performance in solving non-routine problems by implementing a cooperative
learning approach where students think, talk, and write to deepen their
understanding and creativity. The literature reviewed in the study highlights that
the TTW model, supported by GeoGebra simulations, significantly improves
students’ critical and creative mathematical thinking skills compared to traditional
learning methods. This innovative approach leverages simulation to foster better
problem-solving abilities and overall mathematical creativity.
For Istikomah et al. (2024), combining Open-Ended tasks with GeoGebra
simulations can foster an environment where students can freely explore and
visualize ideas which enhances their mathematical creativity. In their study,
students were actively engaged in creating and solving mathematical problems
through hands-on and exploratory learning. Students became actively responsible
for their own learning by taking pictures of some geometric objects in their daily
lives and developing related mathematical problems. The simulations provided a
dynamic platform for visualizing and manipulating these geometrical shapes which
enables them to experiment with different solutions and real-time observation of
outcomes. This process encouraged students creative thinking, diverse problem-
solving strategies, and a deeper understanding of mathematical concepts.
Rachmawati et al. (2023) supports this notion which further revealed that the
approach of combining Open-Ended tasks with GeoGebra simulations significantly
enhances students’ creative thinking abilities, particularly in the reviewed studies
conducted between 2012 and 2022.
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According to Karomah et al. (2024), GeoGebra play a crucial role in
nurturing students’ mathematical creativity by offering them a platform to express
and refine their creative ideas. In their study, students were tasked with creating
simulations which served as an avenue for experimentation and idea generation.
This approach not only fosters creativity but also provides the tools necessary for
students to explore and innovate. Creativity in making simulation is the
implementation of mathematical creativity as a product, which according to Cropley
and Urban (as cited in Karomah et al., 2024), can be evaluated based on three
aspects namely novelty, relevance, and effectiveness, all of which highlight the
students' ability to produce original and meaningful work.
Selvy et al. (2020) found that using GeoGebra-assisted Problem Based
Learning (PBL) significantly improved students' mathematical creative thinking and
motivation. The experimental class, which used GeoGebra, showed a higher
increase in both pre-test and post-test scores compared to the control class, with
N-gain scores of 0.48 for creative thinking and 0.227 for motivation. Students in
the experimental class demonstrated notable improvements in fluency, flexibility,
originality, and elaboration, with fluency showing the highest gains. Additionally,
the use of GeoGebra simulations made learning more engaging and enjoyable,
leading to higher student motivation and active participation in problem-solving
activities. Overall, the study concluded that GeoGebra-assisted PBL is an effective
approach for enhancing students' motivation and mathematical creative thinking.
This is consistent with the findings of Ayyubi et al. (2024) which further noted that
the ability to think creatively in mathematics in education using the Problem-Based
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Learning (PBL) approach assisted by GeoGebra simulations is expected to be a
practical approach to educating students in increasing their intellectual potential
and familiarizing them to deal with non-routine problems and applying it in their
daily life to become a student who can think creatively.
The study of Romaito et al. (2021) titled "The Mathematics Learning using
GeoGebra to Improve Students’ Creative Thinking Ability" involved class VIII
students at SMP N 1 Pulau Rakyat, divided into an experimental group using
GeoGebra simulations and a control group using conventional methods. The
intervention included pretests and posttests to measure creative thinking skills,
with the experimental group receiving instruction through GeoGebra simulations,
which allowed for interactive and visual learning of mathematical concepts. Data
analysis using normality, homogeneity, and hypothesis tests revealed that the
experimental group showed significantly higher creative thinking abilities
compared to the control group, demonstrating the effectiveness of GeoGebra
simulations in enhancing students' creative thinking in mathematics. The
simulations helped students improve their mathematical creativity by providing an
interactive and visual learning environment. These allowed students to explore and
manipulate geometric shapes, algebraic equations, and calculus concepts
dynamically. This interactive approach encouraged students to think creatively and
solve problems in multiple ways. By visualizing mathematical concepts, students
could better understand and internalize them, leading to enhanced creative
thinking skills. Additionally, the use of GeoGebra made the learning process more
engaging and motivating, which further contributed to the improvement in students'
52
creative thinking abilities. The results of the study are also consistent with the
findings of Bachore (2021), which underscore the potential of GeoGebra
simulations as a valuable tool in mathematics education particularly for enhancing
student’s mathematical creativity.
The reviewed studies on GeoGebra simulations suggest that this
intervention serve as an assisted approach to foster students’ mathematical
creativity. Moreover, it is also remarkable that this intervention can adapt to varied
theoretical frameworks, making it a highly flexible learning environment for
students.
While the interactive character of simulations can serve as an excellent tool
to engage students and encourage them to explore difficult topics in more details
(Pirker & Gütl, 2015), the use of simulations has its challenges (Roolvink, 2024;
Clark, 2017; Pirker & Gütl, 2015). For instance, Pirker, & Gütl (2015) revealed that
simply showing simulations to students does not enhance or prompt deeper
understanding of concepts. Adams et al. (2008) further added that if students only
observe simulations and do not interact, they do not ask questions and cannot
make new connections. This is also the same case at the University Medical
Center Groningen where Surgeons found the training simulation boring and made
little use of it, although they derived great pleasure from playing Angry Birds during
each break (Roolvink, 2024). These suggest that users are known to struggle with
the required motivation needed to maximize the training effect of simulations.
Student engagement is a powerful tool for enhancing understanding and
motivation to learn with the simulation (Pirker & Gütl, 2015). One approach to make
53
the learning experience with simulation more motivating and incentivizing is
combined it with gamification strategies (Roolvink, 2024; Pirker & Gütl, 2015;
Zhang, 2023). This can be done by incorporating elements such as challenges,
rewards and competition (Roolvink, 2024). By improving the experience of
simulations through gamification, users will stay motivated longer and their training
will be improved (Roolvink, 2024).
Gamification
Mathematics as a hard subject is commonly heard (Zaharin et al., 2021).
Teachers need to take the initiative to make it an interesting and enjoyable subject.
One of the theories to improve Mathematics performance is the integration of fun
while learning such as gamification (Lanuza, 2020). Gamification is a process of
learning through games activity (Zaharin et al., 2021). It involves applying game
mechanics and game elements in a non-game context (Jagušt et al., 2018; Uz
Bilgin & Gul, 2020) in which game design elements contain goals, points, badges,
feedback, levels, challenges, competition, rewards, fun failure, etc. (Rodrigues et
al., 2019; Luo, 2022; Saleem et al., 2022). It is an emerging method aimed at
enhancing instructional content in educational settings (Sanchez et al., 2020).
Gamification affects learning variables through motivation and engagement
(Hanus & Fox, 2015; Sailer et al., 2017; YIĞ & Sezgin, 2021; Feng-Jung & Chia-
Mei, 2021; Zaharin et al., 2021; Chen et al., 2020). It has become one of the
effective ways to stimulate creativity during recent years (Hamari, 2017; Koivisto
& Hamari, 2019; Nivedhitha & Manzoor, 2020; Tang et al., 2020) and is often used
in practice (Parjanen & Hyypiä, 2019). Between internal and external rewards that
54
gamification can offer, the former is more effective in motivating creativity (Xu &
Hamari, 2023). Xu and Hamari (2023) highlight three key reasons why intrinsic
motivation fosters creativity. First, intrinsic motivation generates positive emotions
(Gulzar et al., 2021), which broaden cognitive processes, enhance flexibility in
thinking, and promote the generation of new ideas (Amabile et al., 2005; Han et
al., 2019). Second, intrinsic motivation encourages autonomy-driven factors such
as curiosity and an interest in learning, which inspire individuals to take risks and
approach tasks with an open mind (Hagtvedt et al., 2019; Silvia et al., 2008). This
openness increases access to diverse ideas and potential solutions (Nivedhitha &
Manzoor, 2020). Finally, intrinsic motivation boosts confidence, enabling
individuals to persist in their efforts over time (Gagné & Deci, 2005) and apply
creative strategies to problem-solving (Amabile, 1996).
One of the theoretical foundations involving gamification is the Self-
Determination Theory. At its core, SDT posits that humans have three innate
psychological needs that drive motivation namely autonomy, competence, and
relatedness (Ryan & Deci, 2017). If these needs are fulfilled in the classroom,
students developed intrinsic motivation and enjoyed the learning process because
it feels satisfying and meaningful to them.
Autonomy is the feeling that one has control over his own decisions and
actions. Autonomy is a crucial motivational source for creativity as it fosters
intrinsic motivation, leading to enhanced creative production and innovative
behavior among students (Baum & Baumann, 2018). It allows students to make
creative choices in problem-solving and presentation, fostering deeper
55
engagement and understanding, which enhances their mathematical creativity and
expression (Oscar et al., 2017). In the study, one of the ways to promote students’
autonomy was giving them the freedom to modify the problems in the “modification
level” based on their choice and preference.
The second component of self-determination is competence. Competence
is also crucial for developing mathematical creativity. Children who felt more
competent explored more and showed better creative problem-solving abilities (Liu
& Xu, 2020). Competence is the feeling of being effective in the game
(Kalinauskas, 2014). In the study, this was achieved by sequencing tasks properly,
starting with manageable problems to develop student’s confidence and
progressively introducing more challenging ones to enhance their creativity and
problem-solving skills. Teams who manifested creativity skill in answering creative
challenges received positive reinforcement (digital badges or points) providing
them a sense of accomplishment to further boost their competence. Feedback also
helps people feel more competent needed for personal growth (MSEd, 2024). In
the GS, even when students make mistakes, the motivating prompts/feedback
encouraged them to try again, reinforcing the idea that mastery is achievable
through effort.
The last component of the theory is relatedness. Relatedness refers to the
sense of connection and interaction with others (Kalinauskas, 2014). This was
achieved by making activities as Team-Based Challenges (group with three
members) where students must combine their ideas to meet a common objective.
Students have different roles to play in the activities either as a leader, secretary,
56
and verifier. As a leader, one student guides the group’s overall approach. The
secretary is in charge in documenting findings and solutions. Meanwhile, the third
student take on the role of becoming a verifier, who is assigned for computer
navigation. The division of labor ensures that each team member contributed
meaningfully to the task, leveraging their unique strengths and skills. This
collaborative aspect encouraged students to work collectively, share their ideas,
and support each other, satisfying their need for relatedness while enhancing
teamwork and collaborative creativity. According to Kalinauskas (as cited in Zhang,
2023), gamification can result in the active acceleration of students’ motivation,
which in turn influences self-determination and creativity in the long run.
Technology plays a crucial factor in enabling gamified interventions
(Antonio & Tamban, 2022; Medico et al., 2023). Students' attention can be
captured and encouraged to actively participate in learning activities through the
use of technology, which can offer immersive and interactive gamified experiences
(Garcia & Sabay, 2020; Aloya et al., 2024). Technology supports students in
understanding abstract mathematical concepts more easily, which enhances their
learning and helps improve their performance in the subject. In fact, research
suggests that technology aids in solidifying the understanding of quadratic
equations and functions (Merle, 2024). By seamlessly integrating gamification
elements with technology, educators can effectively align instructional objectives
with the dynamic needs of students (Medico et al., 2023; Garcia & Sabay, 2020).
This is typically relevant during the pandemic, when face-to-face classes were held
suspended and students needed support to continue their learning even in the new
57
remote set up. Similarly, the current study utilized technologies including
computers to facilitate gamified activities of the lesson.
In educational contexts, the effectiveness of gamification is underscored by
a body of research. Existing studies suggest that it has a positive impact on student
performance and achievement (Garcia et al., 2015; de-Marcos et al., 2016;
Yildirim, 2017; Çakıroğlu et al., 2017; Su & Cheng, 2015), attitude towards learning
(Yildirim (2017), participation and engagement (Huang & Hew, 2015; Çakıroğlu et
al., 2017; Da Rocha Seixas et al., 2016; Leaning, 2015), and motivation (Su &
Cheng, 2015).This is further supported by the study conducted by YIĞ & Sezgin
(2021) entitled “An Exploratory Holistic Analysis of Digital Gamification in
Mathematics Education”, researchers found that most of the research on
gamification concentrates on improving mathematical problem-solving, math
achievement, performance, motivation and engagement of the students. Although
there have been numerous gamification studies with promising results, the use of
gamification in education should not be restricted to motivation, satisfaction,
academic achievement, and engagement (Uz Bilgin & Gul, 2020). This is
particularly relevant in the current study where the dependent variables were
creativity and collaboration in mathematics which are different from the commonly
used variables in gamification studies. Moreover, more studies on gamification
were conducted online with face-to-face courses requiring further research (Nadi-
Ravandi & Batooli, 2022; Pozo-Sánchez et al., 2022). In line with this, the gamified
simulation intervention in this study was conducted via a face-to-face mode of
learning.
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Gamification normally incorporates features of collaboration for engaging
and motivating students (Lanuza, 2020; Corpuz-Sanchez & Pasia, n.d.; Lanuza et
al., 2020; Salansan et al., n.d.). Many gamified interventions are designed for
collaborative used. Collaboration may encourage students to work together
towards common goals such as finishing the task ahead of time and receiving high
points in return (Lanuza, 2020; Corpuz-Sanchez & Pasia, n.d.). This collaborative
aspect fosters a sense of community among students and enhances their
understanding of mathematical concepts (Salansan et al., n.d.). Moreover, it can
also improve student’s engagement and confidence for finishing the work as a
group combining the knowledge of one another (Corpuz-Sanchez & Pasia, n.d.).
It can also promote group cohesion, interaction, and performance in collaborative
learning environments (Uz Bilgin & Gul, 2020; Marti-Parreño et al., 2016). This
indicates that collaboration within a gamified intervention can effectively enhance
student engagement and motivation. In the context of the study, collaboration was
being promoted by structuring activities allowing students to discuss, reflect, and
refine on their ideas. This included the use of open-ended problems as challenges
within GS promoting discussion among students to arrive at an answer, the use of
feedback mechanism within GS helping them determine if the answer is correct of
needs to be refined, and the used of reward system encouraging students to work
together to achieve group success.
Gamification has also been effective in enhancing students collaboration
skills particularly in mathematics learning. In primary education, gamification has
been observed to create meaningful relationships in students' learning processes
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(Cunha et al., 2018), promote collaborative group dynamics, where stronger
students assist weaker peers (Kickmeier-Rust & Niggli, 2023), and improve
students' engagement in beneficial collaborative behaviors, such as asking
questions and helping others (Knutas et al., 2019). In a study, collaborative
gamified activities led to increased student performance levels, demonstrating the
effectiveness of teamwork in learning (Jagušt et al., 2018). These findings suggest
that gamification, when thoughtfully implemented, can enhance students'
collaboration in mathematics learning across various educational levels.
Studies have also shown that gamification may be an effective teaching
strategy for enhancing students’ creativity (Bourke, 2019; Alt & Raichel, 2020;
Krath et al., 2021; Chen et al., 2020; Bagher Khatibi et al., 2021; Oliveira et al.,
2023; Zhang, 2023; Chen et al., 2020). It can even promote both individual and
collective creativity of students (Parjanen & Hyypiä, 2019; Skaržauskienė &
Kalinauskas, 2014), as well as improve their creative problem-solving skills
(Taesotikul et al., 2021). Teaching creativity is a complex, elusive, and multifaceted
process (Beghetto, 2021) therefore, activities that interest students such as
gamified interventions need to be designed to help teach this skill (Khikmah, 2019).
One of the gamification elements that has the potential to enhance student’s
creativity and collaboration in math is through the use of challenges. Challenges
in gamified interventions stimulate problem-solving and critical thinking, fostering
creativity in math as students navigate obstacles and explore innovative solutions
within engaging, interactive environments (Palomino et al., 2020). For Stolaki and
Economides (2018), challenges stimulate creativity through collaborative problem-
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solving and question generation, enhancing divergent thinking skills relevant to
various subjects, including math. Challenges push students to explore, innovate,
and persist, developing both their mathematical understanding and their ability to
think creatively. Without them, students may become disengaged, experience
limited growth, and miss out on opportunities to develop critical thinking, creativity,
and collaboration skills within gamified intervention.
The second potential element is the use of feedback. Students involved in
gamified interventions typically receive feedback as they complete tasks or solve
problems. In the reviewed research articles, feedback refers to the information
provided to players regarding their performance, progress, and actions within a
gamified intervention (Nob et al., 2024). By providing real-time prompts, feedback
allowed students to identify and correct their own mistakes helping them improve
their comprehension of mathematical ideas (Cruz & Palaoag, 2019; Deabanico &
Caballes, 2023). Feedback reduces misconceptions and reinforces correct
concepts, which improves learning outcomes (Merle, 2024). In gamified activities,
feedback encourages open communication within groups, as students work
together to address errors and refine their solutions. This system promotes shared
responsibility and collective problem-solving, ultimately improving collaboration by
valuing each member's contributions toward achieving common goals. Besides,
feedback when combine with collaboration in a physical setting can promote
student’s creativity in mathematics (Nob et al., 2024). Collaborative efforts,
supported by clear feedback, can guide students through repeated cycles of
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exploring and confirming solutions which can result to a novel and meaningful
solutions to problems.
The third potential element is the use of rewards. Rewards in gamified
interventions played an important role in engaging and motivating the students as
emphasized by existing studies (Lanuza, 2020; Lanuza et al., 2020). Rewards can
help students get away from boredom feeling (Merle, 2024). It can provide a sense
of enjoyment among students while performing activities because they have
something to look forward to (Magat, 2022). It can also promote learning,
exploration, and creativity (Gallera, n.d.). By offering rewards in a gamified
intervention such as advancing students to higher levels of the game, earning
additional points in the final examination, or providing tangible incentives such as
candies and chocolates after accomplishing a task, gamification provides a
dynamic environment where students are driven to actively participate, share
ideas, and support one another in solving complex problems, ultimately
strengthening collaboration (Pelegro, 2022; Lanuza, 2020; Lanuza et al., 2020).
Additionally, Galetta (2013) also claimed that the effect of reward on creativity
development and ideas generation has already been widely tested in
brainstorming sessions where participants improve in their creative output if
members are rewarded not only for their contributions but also for what those
contributions can inspire other participants.
The reviewed studies highlight that challenges, feedback, and rewards are
crucial elements in gamified interventions which do not only enhance engagement
and motivation but significantly enhance students' creativity, collaboration, and
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problem-solving abilities in mathematics (Zhang, 2023; Nob et al., 2024; Galetta,
2013). In line with this, the present study utilized the same gamification elements.
Gamified challenges were provided where students have to work collaboratively.
Points were awarded for every correct response as well as badges as symbolic
representations of their accomplishments. Moreover, feedback mechanisms were
also integrated for every response allowing students to immediately check their
answers and refine them as needed.
While gamification can be a valuable instructional strategy, this may not
apply to all topics that require deep theoretical understanding (Lanuza, 2020). This
is because many of the abstract math concepts in advanced mathematics involve
complex relationships and structures that are hard to gamify (Nob et al., 2024).
Simplifying mathematical concepts through gamification may reduce the level of
rigor required to fully understand them. As a result, students might miss important
complex details, which can limit their deeper understanding of the lesson. In
addition, abstract concepts are not physically observable, making it difficult to
represent them in concrete ways. This creates a challenge in designing game
mechanics that effectively communicate these abstract ideas in a way that
students can relate to and engage with.
One way to improve the effectiveness of gamification is combine it with
interactive simulation so that students not only explore abstract mathematical
concepts through simulation but also benefit from the fun learning experience
through gamification (Nob et al., 2024). The researchers further suggested if their
synergy is effective specially in learning abstract concepts in calculus.
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Synergizing Gamification and Simulation in Education
Gamification and simulations are powerful tools when used strategically
(Bird, 2024). While simulations assist in visualizing and interacting with abstract
concepts, gamification elements can be integrated to improve engagement by
adding a layer of challenge and fun, motivating the intended users in the learning
process (Roolvink, 2024). As a result, the combined approach enables the
monitoring of progress and provides specific feedback, which enhances skill
development. Redhead & Saunders (2019) suggests that gamification and
simulations methods should be developed in line with the learning requirements of
end users because they synergize to create an effective training platform.
One way to synergize gamification and simulation to facilitate learning is
through designing educational simulation games (Zhang, 2023). Educational
simulation games are serious games or a fully-fledged game (Pirker & Gütl, 2015).
It involves the use of digital games to improve and promote learning by taking
advantage of entertainment (Li et al., 2017). Gamification and simulation are key
core components of every serious game (Redhead & Saunders, 2019). Without
the element of gamification, a serious game loses its distinct power to boost
learning and motivation through intrinsic rewards. Simulations, on the other hand,
provide the essential behaviors needed to create a virtual environment. By
combining these elements, their strengths are combined, merging the risk and
reward features of gamification with the unpredictable aspects of simulations. This
creates a platform that stays engaging while teaching users effectively and
efficiently.
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A carefully designed simulation game serves as an important tool for
education. This method of playful learning has been used for more than 70 years
in various disciplines and hundreds of simulation games already exist now (Pászto
et al., 2021). According to Hui and Mahmud (2023), simulation games impact the
students' mathematical skills primarily through the various reasoning tasks in
digital game-based learning mathematical activities. These games often involve
math-related missions, which require players to use their knowledge in strategic
decision-making, problem-solving, and real-world contexts, reinforcing the
application of math skills through interactive gameplay (Pan et al., 2022)
The second approach to synergize gamification and simulation is through
designing educational gamified simulations (Zhang, 2023; Pirker & Gütl, 2015).
Neendoor (2024) defined training with gamified simulation as a form of gamification
where the concepts of gaming elements are combined into simulated
environments. This include the use of challenges, competitions, and rewards like
points and badges being integrated within a simulation environment to make
learning more enjoyable and interactive. Adding these elements is a comparatively
cost-effective way of adapting existing processes and services to make them more
fun instead of designing an entire game, that is expensive and requires lots of
resources and specialists (Pirker & Gütl, 2015). This innovative approach creates
an engaging and effective platform for developing skills and transferring of
knowledge.
There are four key benefits of training with gamified simulation (Neendoor,
2024). First, it reshapes students’ learning experiences by providing equal access
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to an interactive platform where they can develop and apply critical skills across
different scenarios. Second, it enhances access to feedback and enables more
effective tracking of student progress. Third, it creates a dynamic learning
environment that promotes faster understanding of complex concepts and
enhances long-term retention. Fourth, gamification introduces elements of
excitement and healthy competition into the learning process, making education
inherently enjoyable. These features of gamified simulations capture and sustain
students’ interest. As a result, motivation and engagement can significantly
increase, with student motivation rising by nearly 48%, fostering a more positive
outlook toward learning.
The synergy of gamification and simulation has been explored in various
disciplines emphasizing positive outcomes on the user’s performance (Kerfoot &
Kissane, 2014; Ambrosio et al., 2016; López Carrillo et al., 2019; Brom et al., 2019,
Pratiwi & Istiyowati, 2020; Redelinghuys, 2021). However, in the context of
mathematics education, little is known about the potential of gamified simulations
as the focus is primarily on simulation game (Panoutsopoulos & Sampson, 2012;
Koparan, 2019; Cerqueira et al., 2020; Barbieri et al., 2021). One possible
explanation for this is line with Pirker and Gütl (2015) notion that simulation games
could provide a more playful character and engaging experience than gamified
simulations. Moreover, this lack of research on gamified simulations particularly for
enhancing students’ creativity and collaboration in math suggest that the full
potential of this intervention has not been clearly documented in the literature.
Addressing this gap is critical, as GS hold promise for creating a more interactive
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and engaging environment for students by combining the motivational aspects of
gamification with the exploratory nature of simulations. To address this gap, the
current study aimed to develop GS for enhancing student’s creativity and
collaboration in math. They were integrated in the developed learning packets
which serve as ready to use instructional material for teachers to use in the
classroom which also serves as practical guide for them how to effectively combine
these two powerful interventions.
Potential of Gamified Simulation in Learning Calculus
Calculus stands out as a crucial course commonly taken by students. It
focuses on studying the rate of change of variables and how to develop modeling
systems of such changes (Hammoudi & Grira, 2023). This subject is a critical
component of higher mathematics and serves as a gateway to more advanced
studies in various scientific disciplines (Roble, 2017; Domondon et al., 2022). It is
a foundation on which other skills can be built and is often a requirement or
prerequisite for STEM programmes (Alzubaidi & Jones, 2018; Roble, 2017).
Calculus performs an essential role in enhancing students higher-order
thinking skills including problem-solving, creativity, and critical thinking, particularly
through innovative teaching methods like Problem-Based Learning (PBL) and
creative reasoning assessments. PBL encourages students to engage deeply with
calculus concepts, requiring them to utilize prior knowledge, generate hypotheses,
and apply logical analysis, thereby enhancing their critical thinking skills (Djidu &
Jailani, 2019). Additionally, studies show that creative reasoning opportunities in
calculus assessments promote plausible mathematical arguments over rote
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learning, which is essential for developing problem-solving abilities (Mac an Bhaird
et al., 2017). Furthermore, initiatives like the Calculus for Kids project demonstrate
that even younger students can achieve high levels of understanding in calculus
through technology, showcasing the potential for creativity and collaboration in
learning environments (Chin et al., 2017). While traditional methods often
emphasize rote memorization, incorporating higher order thinking strategies in
calculus instruction fosters deeper learning and better equips students to tackle
complex real-world problems.
Despite its importance, research has consistently shown that calculus is one
of the most challenging subjects for students (Fauzan & Arnawa, 2021). Some of
the difficulties experienced by senior high students were lack of knowledge of the
concepts, poor application, complicated formulas and processes, and confusion in
understanding the problem (Domondon et al., 2022). Without adequate support to
address these challenges, students may struggle to grasp prerequisite topics,
leading to difficulties in their college courses and increasing the risk of dropping
out before finishing their formal education. Furthermore, calculus students
generally have a very high failure and dropout rates in tertiary education. Many
students when encountering difficulties with calculus, even end up abandoning
their undergraduate programs (Cezar et al., 2019). Teaching calculus therefore is
challenging area regardless of which educational institution is offering the
instruction (Petropoulou et al, 2016), as many students often struggle to engage
with the subject matter and apply the knowledge they have gained (Lee et al.,
2023). As Arsyad et al. (2017) point out, calculus teaching should be arranged well,
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so that goals in the cognitive, affective and also psychomotor area are met. This
gap in understanding highlights the need for innovative teaching strategies that go
beyond conventional instruction.
Gamification has shown promising results in enhancing calculus education.
Studies indicate that gamification can improve student engagement, attendance,
and performance in calculus courses (Flores et al., 2020). The implementation of
challenge-based gamification has been found to contribute to meaningful learning
of complex concepts like solids of revolution (Flores et al., 2016). Additionally, it
can also promote deeper conceptual understanding through engaging problem-
solving, immediate feedback, and visual manipulation, fostering purposeful
engagement and ownership of the learning process (Wilson et al., 2016).
Simulation-based learning, on the other hand, provides students with
dynamic visualizations and interactive tools needed to explore mathematical
principles and establish a deeper understanding (De Federico & Avogradini, 2017).
This is particularly useful in calculus, where concepts like limits and derivatives are
often difficult to understand through static diagrams alone. By allowing students to
manipulate variables and observe outcomes, simulations promote deeper
conceptual understanding and provide immediate feedback, which can enhance
both individual and group learning.
Gamification and simulation-based interventions such as gamified
intervention therefore offer a promising approach to address students’ difficulties
in learning Calculus. As noted by Bressoud et al. (2016), the abstraction of calculus
emerges as one of the most prominent issues in learning the subject, primarily
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because of the complexity and cognitive demands it places on learners. Many
students struggle to visualize abstract concepts, as mathematics often moves into
strict arithmetic rather than geometric understanding (Pinter & Siddiqui, 2024). As
highlighted in recent studies, students face significant difficulties when
transitioning from arithmetic and algebra, which deal with finite and tangible
numbers, to the more abstract concepts of limits, derivatives, and integrals that are
foundational to calculus (Tall, 1992). In this context, visualization plays a crucial
role in understanding complex calculus topics which are difficult to grasp using
traditional teaching methods alone. The use of simulations can therefore be
beneficial allowing students to interact with mathematical models in real-time,
enabling them to see how functions behave as variables change (Bressoud et al.,
2016). This hands-on approach helps students gain a more intuitive understanding
of these abstract concepts.
Gamification further enhances the learning process by incorporating
elements such as feedback and rewards to promote students’ creativity and
collaboration. Through feedback, gamification allowed students to identify and
correct their own mistakes helping them improve their comprehension of
mathematical ideas (Cruz & Palaoag, 2019; Deabanico & Caballes, 2023; Merle,
2024). This mechanism provides opportunity for students to evaluate their answer
and refine it if necessary. By allowing students to experiment with different
approaches in a gamified environment, they are more likely to develop creative
problem-solving strategies, which are essential for mastering calculus. Moreover,
by offering rewards, gamification provides a dynamic environment where students
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are driven to actively participate in the activities (Pelegro, 2022; Lanuza, 2020;
Lanuza et al., 2020).
Summary
As a summary, creativity and collaboration are two essential skills need to
be developed among learners (Kuhn, 2015; Zhang, 2023). These skills lay the
foundation for holistic mathematical learning, equipping students to navigate both
academic and real-world challenges (Alexandra & Barton, 2017; Roble, 2017;
Davis & Bos, 2018; Tracy & Xu, 2018; Pitt, 2019; Subanji & Nusantara, 2022;
Febrianti & Dasari, 2024; Istikomah et al., 2024). Despite their importance in
mathematics education, these skills are often neglected in current mathematics
teaching practices due to several reasons as identified in the existing studies
(Oates et al., 2016; Walia & Walia, 2017; Agustini & Fajriyah, 2017; Bature &
Atweh, 2019; Nilimaa, 2023; Febrianti & Dasari, 2024). Their findings emphasized
the need for intentional efforts to integrate both creativity and collaboration more
effectively into mathematics classroom.
Gamification and simulation emerged as two of the powerful strategies
commonly used in mathematics education to promote learning. Although the
individual use of these interventions has been shown to enhance student’s
creativity and collaboration in mathematics education (Wang et al., 2016;
Gruntowicz, 2020; Chacón-Castro et al., 2022; Mukazi, 2022; Lubis, 2023;
Editorial, 2024; Nob et al., 2024), their utilization is associated with challenges. In
view of these, literatures suggest combining both features to maximize their
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complementary strengths (Pirker & Gütl, 2015; Redhead & Saunders, 2019;
Roolvink, 2024; Zhang, 2023; Nob et al., 2024).
Synergizing gamification and simulation in the context of gamified
simulation possess a promising potential in mathematics education (Pirker & Gütl,
2015; Redhead & Saunders, 2019; Zhang, 2023; Roolvink, 2024). While
simulations assist in visualizing and interacting with abstract concepts,
gamification elements can be integrated to improve engagement by adding a layer
of challenge and fun, motivating the intended users in the learning process
(Roolvink, 2024). This synergy however has not been well explored in mathematics
education particularly for enhancing student’s creativity and collaboration since the
focus is on simulations games (Panoutsopoulos & Sampson, 2012; Koparan,
2019; Cerqueira et al., 2020; Barbieri et al., 2021). To address the gap, the current
research proposed the development and evaluation of learning packets with
embedded gamified simulation to enhance student’s creativity and collaboration in
mathematics education.
The choice of theoretical frameworks governing the development of GS has
been crucial in the study. These frameworks have been chosen based on their
potential in fostering creativity and collaboration skills among students. These
include productive failure, mathematical creative model, computer-supported
collaborative learning, inquiry-based learning by, and self-determination theory.
The intervention started by presenting students with open-ended challenge
within GS which allowed them to explore mathematical concepts on their own
before receiving direct instruction. In this setting, students were not expected to
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solve the problem correctly at this stage due to their lack of prior knowledge and
are most likely to commit mistakes. This creates opportunities for students to
struggle first with the concepts and experience productive failure (Kapur, 2008).
The fundamental hypothesis of productive failure is that students will better
understand some mathematical explanations after struggling to solve a problem
than they would have if they did not have the experience of struggling to solve that
problem (Kerrigan et al., 2021). Bicer (2021) claimed that allowing students to
make mistakes can lead them to find uncommon methods of solutions that they
can promote their fluency, flexibility, and originality in mathematics.
Guided with the Mathematical Creativity Model by Subanji and Nusantara
(2022), students in the study were exposed to three levels of activities consisting
of imitation, modification, and creation which are requirements for fostering
mathematical creativity. Tasks in the imitation level involved students replicating
an existing solution. This process focuses on directly applying known procedures
or solutions to solving mathematical problems without altering them. This was
followed by the tasks in the modification level which introduced some changes in
the previously given problem to generate new challenges or tasks. The goal of
which was to solve the modified problem using the same procedures introduced.
Finally, students proceeded with the culmination of mathematical creativity which
is the creation level. In this context, students create mathematical products (e.g.
mathematical models) satisfying the problem conditions.
Self-Determination Theory according to Ryan and Deci (2017) posits that
humans have three innate psychological needs that drive motivation namely
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autonomy, competence, and relatedness. When these needs are satisfied,
Kalinauskas (as cited in Zhang, 2023) claimed that gamified intervention can result
in the active acceleration of students’ motivation, which in turn influences self-
determination and mathematical creativity in the long run. In the study, one of the
ways to promote the student’s autonomy was giving them the freedom to modify
the problem in the “modification level” based on their preferences but also in
presenting their solutions based on their comfort levels and preferences. In terms
of competence, this skill was achieved by sequencing tasks properly, by providing
positive reinforcement in every successful creation, as well as the integration of
feedback mechanisms within GS. Lastly, relatedness was achieved by presenting
Team-Based Challenges (group with three members) where students must
combine their ideas to meet a common objective. Students have different roles to
play in the activities to maximize participation and active involvement.
Inspired by Jeong and Hmelo-Silver (2016) framework for collaborative
learning using technology, activities in the learning packets were designed to
engage students in a joint task, communicate from one another, engage in
productive collaborative learning processes, and engage in co-construction. Joint
tasks included solving open-ended mathematical problems or creating functions to
meet specific criteria within GS. These tasks were inherently collaborative,
requiring students to share ideas and work together toward a shared goal. To
foster effective communication, simulations incorporated immediate feedback
mechanisms. When students provided incorrect answers, the system delivers
motivating prompts, encouraging group dialogue and idea exchange. In terms of
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engaging students in productive collaborative learning processes, group members
were assigned specific roles to ensure active participation and accountability in
every activity. Finally, the study emphasized co-construction by requiring students
to create shared outputs, such as mathematical models. This process enabled
students to collectively build knowledge, refine their ideas, and arrive at original
solutions that reflect their combined efforts.
Finally, using the ADDIE model, the study ensured that the developed
learning packets do not only meet the educational goals of the lesson but also
supports effective teaching strategies making it beneficial for both students and
teachers.
Chapter 3
METHODOLOGY
This chapter presents the procedures used in collecting and analyzing the
data per phase of the study. It includes a discussion of the research design, the
locale of the study, the participants of the study, the instrument used, collection of
data, and the statistical technique employed for data processing and analysis.
Phase 1: Design, Development and Validation of Gamified Simulation
Learning Packet
Research Designs
(1) Exploratory Research Design. Exploratory research design is conducted
to investigate problems that are not clearly defined, often addressing new issues
with little or no prior research (Olawale et al., 2023). It is typically used in the early
stages of research when the objective is theory or model development (Ramdorai
et al., 2015). This design allows for the collection of either primary data (e.g.,
interviews or surveys) or secondary data (e.g., literature reviews) in an
unstructured format, interpreted using informal procedures (Reiter, 2017). While
findings from exploratory studies are not usually generalizable, the approach is
valuable for answering foundational questions such as "what," "how," and "why".
This design is appropriate for the present study, as the goal was to develop a
model which serves as the basis for designing gamified simulation learning packet
for enhancing students’ creativity and collaboration, a topic that is typically less
explored in the field of mathematics. The current study relies on secondary
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research methods by synthesizing insights from existing literature to inform the
development of the model, making exploratory research an ideal approach.
(2) Descriptive Research Design. Descriptive research design is a type of
research design that aims to describe and analyze the characteristics of a
particular phenomenon or group (Andrade, 2019) without considering causal or
other hypotheses (Aggarwal & Ranganathan, 2019). It is an excellent choice when
the study aims to determine traits, frequencies, trends, and classifications
(McCombes, 2022). In the current study, this design was appropriate because it
allowed the researcher to gather expert evaluations of the developed gamified
simulation learning packet on specific aspects of content, presentation and
organization, format, and accuracy and up to date information without needing to
establish causal relationships. This design focuses on describing and analyzing
characteristics which aligns with the goal of identifying strengths, trends, and areas
for improvement in the learning packet based on expert ratings. To complement
the quantitative ratings, qualitative feedback was also collected from the experts
to provide deeper insights into the qualities of the developed material based on the
following factors.
Research Setting
This study was conducted in the Division of El Salvador City which is the
newest established Division in Region 10. Teacher experts who participated in the
validation process came from the secondary schools including Cogon National
High School, Molugan National High School, and El Salvador City High School.
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Participants of the Study
(1) Master Teachers. Teacher experts assigned to validate the developed
gamified simulation learning packet were identified using purposive sampling
based on the set criteria 1) licensed professionals, 2) public school teachers, 3)
had at least ten years of teaching experience in math, 4) teaching in the secondary
level, 5) with a Master Teacher position during the SY 2024-2025, 6) learning
packet or module writer, 7) evaluators for instructional materials in the Division,
and 8) express voluntary commitment to join in the study. Table 1 below shows the
distribution of Expert Evaluators in terms of teaching experience in years.
Table 1. Distribution of Evaluators in Terms of Teaching Experience
Teaching Experience (in years) Frequency (f) Percentage (%)
Above 20 2 50.00
10 – 20 2 50.00
Total 4 100.00
Research Instruments
(1) Standardized Evaluation Tool for Print Materials. The developed
gamified simulation learning packet was assessed based on four key criteria:
content, presentation and organization, format, and accuracy and up-to-datedness
of information, utilizing a standardized evaluation tool from the Department of
Education’s Learning Resource Management and Development System (LRMDS).
The evaluation employed a four-point scale, where a score of 4 indicated Very
Satisfactory, 3 Satisfactory, 2 Poor, and 1 Not Satisfactory. To meet the minimum
requirements, the material needed to obtain at least 21 out of 28 points for content,
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54 out of 72 points for format, 15 out of 20 points for presentation and organization,
and a perfect 24 out of 24 points for accuracy and current relevance of information.
A copy of the instrument is attached in the appendices (Please see appendix 5).
(2) Gamified Simulation Learning Packet (GSLP) Alignment and Quality
Evaluation Checklist. To evaluate the alignment and the quality of the gamified
simulations within the learning packet, the researcher created an Alignment and
Quality Evaluation Checklist with indicators guided by the features identified in the
proposed model for enhancing creativity and collaboration. The instrument has 5
domains namely simulation-based lesson design with 4 indicators, gamification
elements with 10 indicators, support for creativity with 3 indicators, support for
collaboration with 3 indicators, and aesthetics and engagement with 3 indicators
with a total of 23 indicators. A scoring scale of 1 means “Strongly Disagree”, 2
means “Disagree”, 3 means “Agree”, and 4 means “Strongly Agree”. An overall
mean score of 3.26 to 4.00 indicates that the gamified simulation is “Highly
Aligned” with the model, 2.51 to 3.25 indicates that the gamified simulation is
moderately aligned with the model, suggesting minor improvements needed, 1.76
to 2.50 indicates that the gamified simulation is partially aligned with the model,
suggesting significant room for improvement, and 1.00 to 1.75 indicates that the
gamified simulation is poorly aligned with the model, suggesting redesign. A copy
of the instrument is attached in the appendices (Please see appendix 6).
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Data Gathering Procedures
In the field of instructional design, the ADDIE model is one of the most
popular methodologies for structuring course content and enhancing the success
of training programs (Boogaard, 2019; Groh, 2024). It provides a systematic
framework comprising of five phases namely Analysis, Design, Development,
Implementation, and Evaluation. Various versions of the ADDIE model are
available in the literature. In the current research, the researcher adapted
Chyung's (2008) version of the ADDIE model, incorporating modifications to better
align with the nature of the study.
Analysis Phase
Step 1. Conduct Literature Review. As part of the analysis phase of the
ADDIE model, a literature review was conducted to examine existing studies
related to the integration of simulation, gamification, and GeoGebra in
mathematics education. The purpose of the review was to identify effective
instructional features, understand how various approaches support the
development of creativity and collaboration, and determine the gaps in current
research that the present study could address through the design of a gamified
simulation learning packet.
The review focused on 25 peer-reviewed studies that employed GeoGebra
either as a simulation tool or within gamified learning environments, and that aimed
to develop higher-order skills such as creativity and collaboration. Each study was
analyzed in terms of three critical aspects: (1) the features and instructional
80
strategies implemented, (2) the documented strengths or positive learning
outcomes, and (3) the observed weaknesses, limitations, or missing elements.
These findings were organized into a literature matrix in Table 2, which served as
a visual and analytical tool to compare the scope and impact of various
interventions.
Table 2. Reviewed Studies on Gamification and Simulation with GeoGebra in
Mathematics
Author/Year Features Strengths Weaknesses
1. Yorganci Simulations contain Students develop No gamification
(2018) visual their own elements used,
representations, simulation – creativity and
interactive learning constructivist collaboration are not
environments and learning approach measured,
rich examples
2. Karomah et Students create Emphasized No gamification; did
al. (2024) GeoGebra applets; creativity levels; not focus on
observed stages of used a simulation collaboration; small
creative process tool to visualize sample size
(synthesizing → creative outcomes
applying ideas)
3. Prabawanto TTW cycle (Think, Encourages deep Lacks gamification
& Jupri Talk, Write); conceptual elements; does not
(2018) collaborative understanding, include feedback
thinking; student verbalization, and mechanics or
reflections; reflection; challenge-based
GeoGebra promotes simulations
simulation-assisted creativity
tasks
4. Rachmawati Effectiveness of Improved No gamification
et al. (2023) open-ended students’ elements used,
approach assisted mathematical collaboration not
by GeoGebra creativity measured
Simulation
5. Febrianti & Use of GeoGebra Demonstrated a Did not include
Dasari Classroom in both positive effect of gamification (no
(2024). face-to-face and GeoGebra points, badges,
home-based Classroom on challenges); media
learning; Pre-post student creativity; quality did not
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creativity highlighted significantly impact
measurement; interactivity learning outcomes
Focus on
interactivity and
media quality
6. Istikomah et Outdoor geometry Promoted creative No gamification
al. (2024) exploration; photo- problem elements; no
based problem formulation using structured feedback
formulation; real-world system; collaboration
GeoGebra contexts; was not a central
experimentation; emphasized idea component
open-ended tasks generation and
visual thinking
7. Ayyubi et al. Problem-Based Promotes creative Lacks gamification
(2024) Learning (PBL), and critical elements (no points,
GeoGebra-assisted thinking in solving feedback, badges);
simulations, open- non-routine collaboration is not
ended and problems; emphasized; teacher-
contextual tasks integrates dependent
authentic, real-life
tasks
8. Romaito et Quasi-experimental Provided No gamification
al. (2021) design; comparison quantitative elements; no focus on
of GeoGebra vs. evidence that collaboration; limited
conventional GeoGebra to comparison, not
instruction; pre-post enhances creative explanation of
creativity test thinking more than creative processes
traditional
methods
9. Selvy et al. Problem-Based GeoGebra No gamification;
(2020) Learning (PBL), enhances creative collaboration only
GeoGebra- thinking and implied, not explicitly
assisted, motivation more structured; limited to
randomized control than PBL alone; motivation and
group, focus on promotes creativity focus
creativity & constructivist
motivation learning
10. Maisyarah Developmental Validated and No gamification
& Mulyono research; 4-D found practical elements; no
(2020). model; GeoGebra + and effective; collaboration focus;
Problem-Based improved creative effectiveness focused
Learning (PBL); thinking; aligned on product evaluation,
trials with class XI with PBL not learner
students framework experience
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11. Kurniawan Task-based Promoted self- No gamification
& Rahadyan interview; regulated features; collaboration
(2022). GeoGebra problem- learning; some not addressed;
solving; qualitative students improvement in
analysis by discovered new creativity was limited
creativity/self- methods, showing or uneven across
regulated signs of creative levels
categories thinking
12. Bachore Quasi- Empirical support No gamification;
(2021) experimental; showing collaboration not
independent GeoGebra present; lacks
sample t-test; significantly detailed analysis of
GeoGebra vs. enhances creative how creativity
conventional thinking over improved or unfolded
teaching; pre-post conventional
creativity test methods
13. Kozlowski & Literature review; Strong theoretical No empirical data;
Chamberlin CBMI framework; foundation; gamification and
(2019). focus on creative emphasizes the collaboration absent;
learning processes importance of focuses only on gifted
and conceptual valuing creative students, not general
understanding output and population
divergent thinking
14. Dos Santos GeoGebra Explores AI- Gamification features
et al. (2022) Materials; large enhanced not explicitly included
task database; adaptive (e.g., badges, points);
automatic feedback; models collaboration not
feedback; cognitive learner behavior; mentioned; early-
science-informed supports stage design
task design autonomous
learning
15. Lukáč & Dynamic models in Combines visual Gamification not
Sekerák, GeoGebra; local modeling, local present; collaboration
(2015). and global feedback, and not discussed; focus
feedback; inquiry- interactive more on content
based design; learning; supports delivery than student
contextual digital contextual inquiry creativity
aids and engagement
16. Birgin & Quasi- Validated that No gamification
Topuz experimental; pre- GeoGebra with elements (e.g.,
(2021) test, post-test, collaboration badges, challenges);
delayed post-test; improves does not explore
collaborative achievement, creative thinking
retention, and processes specifically
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GeoGebra use; 62 attitudes;
Grade 7 students integrates CSCL
model
17. Takači et al. CSCL model; Strong focus on No gamified elements
(2015) GeoGebra collaborative (e.g., points, badges);
integration; learning and creativity not explicitly
university-level conceptual measured; feedback
calculus; pre- understanding; was teacher-led not
test/post-test; enhanced error systemized
interviews; error correction and
analysis reflection
18. Baya’a et al. GeoGebra; Highlights No gamified
(2017) collaborative pairs; conceptual elements; limited to
concept image richness and one geometry topic;
types (verbal, visual learning; creativity not directly
graphical, dynamic, shows how assessed; small
etc.); pre- and post- collaboration + sample size (n=8)
tests simulation support
angle
understanding
19. Salva et al. Collaborative Demonstrates Creativity not
(2024) problem-solving; improvement in measured;
GeoGebra use; affective gamification
communication skill (confidence) and components absent;
test; confidence cognitive limited to two class
questionnaire; t-test (communication) groups and self-report
abilities using for affective data
collaborative
GeoGebra
20. Yimer & Jigsaw strategy + Shows strong Gamification absent;
Feza GeoGebra; large conceptual gains creativity not explicitly
(2019). sample (n=150); and positive targeted; focuses on
attitude + concept attitude change conceptual knowledge
tests; grounded in using and attitude only
social collaborative
constructivism GeoGebra; blends
pedagogy and
technology
21. Lim & Gamification + Shows positive Small sample (n=4);
Leong GeoGebra; 2 motivational focuses on
(2017) learning games; impact of gamified motivation, not
observation + GeoGebra; creativity or
perception supports its use in collaboration; lacks
remedial and
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questionnaire; 4 primary math formal learning
remedial students settings outcome testing
22. Rivera- Focused on Explores how No student-level data
Núñez et al. continuing teacher teachers can on creativity or
(2025) education; action design their own learning outcomes; no
research; 8-stage gamified learning assessment of
training on gamified objects; student collaboration
GeoGebra design developed or gamification impact
instructional guide
for future use
23. Abar & Silva GeoGebra games; Strong alignment Very small sample
(2024) automatic with feedback- (n=4); content
feedback; based on driven knowledge was low in
Duval’s semiotic gamification; most students;
theory; small pilot supports use of creativity and
with 9th grade adaptive hints; collaboration not
students highlights visual directly measured
and algebraic
interplay
24. Dias et al. Developed a Aligns perfectly Lacks empirical data
(2024) gamified resource with the claim that or user testing; no
in GeoGebra for gamification formal assessment of
teaching high makes GeoGebra learning gains,
school functions; more usable and creativity, or
focus on usability & attractive; collaboration
interactivity improves student
engagement
25. Almeida & Developed 3D Reinforces No direct focus on
Castro GeoGebra-based GeoGebra’s utility creativity or
(2021) interactive models; in enhancing collaboration; not
focused on spatial visual designed for open-
vision and understanding ended problem
conceptual clarity and spatial solving or feedback
reasoning in mechanisms
mathematics and
engineering
Several key insights emerged from the literature review. First, GeoGebra
was consistently highlighted as a powerful tool for enhancing students’ conceptual
understanding and creative problem-solving through dynamic visualization,
interactive modeling, and open-ended task design. Many studies demonstrated
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improvements in mathematical creativity by engaging students in real-world
problems, exploratory learning, and reflective tasks. However, majority of these
interventions did not incorporate gamification elements such as feedback loops,
point systems, badges, or challenge-based learning mechanisms which are
components known to increase engagement, motivation, and persistence.
Second, while collaboration appeared in some studies, it was often
incidental or informally embedded in the learning process rather than intentionally
structured with measurable collaborative outcomes. Only a limited number of
GeoGebra studies used collaborative strategies rooted in social constructivist
models, such as the Computer-Supported Collaborative Learning (CSCL)
framework. Moreover, very few studies attempted to integrate simulation,
gamification, and collaborative learning in a cohesive and systematic way.
The findings from this review were instrumental in informing the design of
the gamified simulation learning packet developed in the present study. Effective
and evidence-based practices such as the use of open-ended and contextual
tasks, interactive simulations, and visual modeling were incorporated to promote
creativity. At the same time, gaps in the literature such as the absence of structured
collaboration and lack of gamified learning features were deliberately addressed
by embedding collaborative group work, feedback mechanisms, and other
gamified elements into the learning activities. This ensured that the design of the
learning packet was not only grounded in theory and prior research but also
responded directly to existing instructional limitations in the field.
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Overall, the literature review in the analysis phase was instrumental in
providing a strong empirical and pedagogical basis for the development phase. It
ensured that the learning intervention would be both innovative and relevant,
targeting unmet needs in mathematics education through the strategic synergy of
simulation, gamification, creativity, and collaboration.
Step 2. Conduct job/task analysis. After conducting literature review, the
researcher proceeded with conducting a job/task analysis. This involves identifying
the learning competencies students need to learn appropriate for gamified
simulation-based lessons. It is important to note that while gamified simulations
retain the core nature of simulations, its competencies must also closely align with
the strengths of interactive simulations. This ensures that gamified simulations
effectively target desired and appropriate learning outcomes (Nestel & Gough,
2017), to create a more meaningful and relevant learning experiences and
optimize its usage and impact (Kasperski et al., 2025). These competencies should
focus on abstract mathematical concepts which benefit from visual representation
and hands-on manipulation. These may include, but not limited to topics in
Probability (Koparan, 2019), Calculus (Yorgancı, 2018), Quadratic Functions
(Karomah et al., 2024), Geometry (Kurniawan & Rahadyan, 2022; Istikomah et al.,
2024), and Translations (Selvy et al., 2020). These topics often challenge students
to grasp relationships and behaviors that static methods cannot effectively convey.
However, with the use of interactive simulations, such as gamified simulations,
students can animate geometric figures and manipulate parameters in real time,
allowing for deeper exploration of mathematical ideas (Idris & Nor, 2010).
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By selecting competencies that encourage active learning, students are
prompted to explore, hypothesize, and draw conclusions within the simulation
(Idris & Nor, 2010). This approach not only enhances conceptual understanding
but also supports critical thinking and problem-solving skills, aligning with broader
educational goals like creativity and collaboration (Pirker & Gütl, 2015; Mukazi,
2022; Lubis, 2023).
Using these insights from the literature, the researcher developed selection
criteria to assess the suitability of learning competencies in relation to the strength
of interactive simulations, as outlined below in Table 3.
Table 3. Criteria for Selecting Competencies for Gamified Simulations
Criterion Description Decision Guide
1. Need for Competency benefits from Prioritize topics that are
visual visual or graphical challenging to teach using
representation representation, particularly for static methods but clearer
abstract or difficult concepts. through visualization.
2. Suitability for Competency allows students Choose competencies that
interactive to engage in interactive tasks can be represented in dynamic
simulation such as dragging points, simulations involving real-time
adjusting sliders, and manipulation.
observing immediate
feedback.
The researcher then evaluated all the learning competencies involving
Limits and Continuity in Basic Calculus following the recommendation of Yorganci
(2018) as appropriate topic for gamified simulation lessons. Only competencies
that aligned with these characteristics were included in the learning packet. This
ensured the selected learning outcomes would benefit from dynamic visualization
and interactivity, enhancing students’ conceptual understanding and engagement.
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Table 4. Evaluation of Competencies Based on Gamified Simulation Criteria
Learning Competencies Evaluation Lesson #
1. Illustrate the limit of a function using a table of Appropriate Lesson 1
values and the graph of the function
2. Distinguish between lim 𝑓(𝑥) and 𝑓(𝑐) Appropriate Lesson 2
𝑥→𝑐
3. Illustrate the limit laws Not Lesson not
Appropriate included in the
Packet
4. Apply the limit laws in evaluating the limit of Not Lesson not
algebraic functions (polynomial, rational, and Appropriate included in the
radical) Packet
5. Compute the limits of exponential, logarithmic, Appropriate Lesson 3
and trigonometric functions using tables of
values and graphs of the functions
6. Evaluate limits involving the expressions Appropriate Lesson 4
sin(𝑥) 1−cos(𝑥) 𝑒 𝑥 −1
, , and using tables of values
𝑥 𝑥 𝑥
7. Illustrate continuity of a function at a number Appropriate Lesson 5
8. Determine whether a function is continuous at a Appropriate
number or not
9. Illustrate continuity of a function on an interval Appropriate Lesson 6
10. Determine whether a function is continuous on Appropriate
an interval or not.
11. Illustrate different types of discontinuity Appropriate Lesson 7
(hole/removable, jump/essential,
asymptotic/infinite)”
12. Illustrate the Intermediate Value and Extreme Appropriate Lesson 8
Value Theorems
As shown in Table 4, ten out of the twelve non-negotiable learning
competencies under Limits and Continuity in Basic Calculus were deemed suitable
for gamified simulation-based lessons. These include competencies numbered 1
to 2 and 5 to 12. In contrast, competencies 3 and 4 were considered “Not
Appropriate” due to their intensive computational nature, which does not
significantly benefit from visual or interactive representations. Furthermore,
competencies 7 and 8 were merged as one lesson, along with competencies 9 and
10 to ensure a more organized and connected learning experience.
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Design Phase
The tasks involved in the design phase of the ADDIE model according to
Chyung (2008) includes writing instructional objectives, designing test instruments,
design instructional strategies, designing lesson plan, and identifying instructional
resource.
Step 1: Write instructional objectives. Based on the lessons identified in the
previous phase appropriate for gamified simulations, the researcher formulated
specific and measurable instructional objectives for each lesson aligned with the
goals for enhancing creativity and collaboration. Three instructional objectives
were carefully formulated to address both creativity and collaboration. The first two
objectives were designed to develop students’ creativity. In the first objective,
students were asked to design their own unique functions and apply the relevant
mathematical concept such as illustrating or solving limits to each function. The
second objective required students to create different functions that satisfy specific
limit conditions, generated through gamified simulations. The third objective
focused on developing collaboration skills. Students were expected to work
effectively in groups during simulation activities, and their collaboration was
assessed using a Collaboration Self-Assessment Tool. This tool provided a
structured way to measure students' participation and teamwork, ensuring that
collaboration is meaningfully integrated into the learning process. These
instructional objectives per lesson were outlined in Table 5.
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Table 5. Instructional Objectives per Lesson
Lesson Instructional Objectives
1. Illustrate Limit • At the end of the lesson, 90% of the students are expected to:
of Functions 1. Create at least three different functions and illustrate their limits as 𝑥 → 𝑐 (with c
chosen by the students) using tables of values and graphs, with the support of a
gamified simulation.
2. Design at least three different functions 𝑓(𝑥) such that lim 𝑓(𝑥) = 𝑁, where M and
𝑥→𝑀
N are gamified simulation generated.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
2. Distinguish • At the end of the lesson, 90% of the students are expected to:
lim 𝑓(𝑥) & 𝑓(𝑐) 1. Create at least three different functions and compare lim 𝑓(𝑥) from 𝑓(𝑐) (with c
𝑥→𝑐 𝑥→𝑐
chosen by the students), supported by gamified simulation.
2. Design at least three different functions 𝑓(𝑥) such that lim 𝑓(𝑥) ≠ 𝑓 (𝑐), where c is
𝑥→𝑐
gamified simulation generated.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
3. Limits of • At the end of the lesson, 90% of the students are expected to:
exponential, 1. Create at least three different functions (involving exponential, logarithmic, and
logarithmic, trigonometric) and solve limits as 𝑥 → 𝑐 (with c chosen by the students) using
and tables of values and graphs, supported by gamified simulation.
trigonometric 2. Design at least three different functions 𝑓(𝑥) such that lim 𝑓 (𝑥) = 𝑀 and
𝑥→0
functions
lim 𝑓 (𝑥) = 𝑁 where M and N are gamified simulation generated.
𝑥→π/2
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
4. Limits of • At the end of the lesson, 90% of the students are expected to:
indeterminate 1. Create at least three different functions (involving 𝑠𝑖𝑛𝑥, 𝑐𝑜𝑠𝑥, and𝑒 𝑥 ) and solve
forms limits as 𝑥 → 𝑐 (with c chosen by the students) using tables of values and graphs,
supported by gamified simulation.
2. Design at least three different functions 𝑓(𝑥) such that 𝑓(𝑐) will result in
indeterminate form and lim 𝑓(𝑥) = 𝐿 where c and L are gamified simulation
𝑥→c
generated.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
5. Continuity of a • At the end of the lesson, 90% of the students are expected to:
function at a 1. Create at least three different functions and determine if it is continuous or not at
point a given c (with c chosen by the students), supported by gamified simulation.
2. Design at least three different functions 𝑓(𝑥) such that 𝑓(𝑥) is discontinuous at c,
where c is gamified simulation generated.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
6. Continuity of a • At the end of the lesson, 90% of the students are expected to:
function at an 1. Create at least three different functions and determine if it is continuous or not at
interval a given interval (with interval chosen by the students), supported by gamified
simulation.
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2. Design at least three different functions 𝑓(𝑥) such that 𝑓(𝑥) is discontinuous at an
interval, where the interval is gamified simulation generated.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
7. Types of • At the end of the lesson, 90% of the students are expected to:
discontinuity 1. Create at least three different functions, each demonstrating a distinct type of
discontinuity (removable, jump, or infinite) at a given c (with c chosen by the
students), supported by gamified simulation.
2. Design at least three different functions 𝑓(𝑥) with a jump essential discontinuity at
𝑥 = 3.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
8. Intermediate • At the end of the lesson, 90% of the students are expected to:
Value and 1. Create at least three different functions and determine the minimum and
Extreme Value maximum values given an interval (with interval chosen by the students),
Theorems supported by gamified simulation.
2. Design at least three different functions 𝑓(𝑥) with a maximum value at 𝑥 = 0 and
a minimum value at 𝑥 = 5.
3. Demonstrate effective collaboration by actively participating in all assigned tasks,
as reflected by a score of 35 to 44 in the Collaboration Self-Assessment Tool,
indicating that collaboration skills are established.
Step 2: Design test instruments. After formulating the instructional
objectives, the next step was to design appropriate test instruments to help assess
whether students have met the intended learning outcomes. In this study, two
types of assessments were utilized: formative assessments and a performance
task. Formative assessments consisted of activities conducted during the learning
process. These were designed to monitor students’ progress, provide timely
feedback, and guide instructional adjustments as needed. They helped ensure that
students stay engaged and supported throughout the lesson. Meanwhile, the
performance task served as a more comprehensive assessment, where students
were required to create a real-life problem that applies the mathematical concept
studied. This task encouraged them to make meaningful connections between
classroom learning and real-world situations, fostering both creativity and practical
understanding.
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In general, the test items included a combination of closed-ended questions,
which have only one correct answer, and open-ended questions, which require
students to generate diverse responses. The open-ended items were specifically
intended to measure fluency, flexibility, and originality which are key indicators of
mathematical creativity. Finally, all test instruments were carefully developed to
support and assess students’ creativity and collaboration, ensuring alignment with
the goals of the instructional design.
Step 3: Design instructional strategies. In this step, the researcher finalized
the model designed to help teachers in designing gamified simulations to enhance
students' creativity and collaboration. The crafting of the model was informed by
the findings from literature review. These insights provided a theoretical foundation
and guide the development of effective strategies that align with the goals of
fostering creativity and collaboration in the learning process. The final version of
the model is presented in the results section of this manuscript.
Step 4. Design lesson plan. In this step, the researcher designs the lesson
plan based on topics deemed appropriate for gamified simulations. The structure
and flow of the lesson were guided by the theoretical framework underpinning the
study. Each lesson begins with a brief review of the previous content, followed by
an open-ended question of the new lesson designed to stimulate students’
creativity and encourage collaboration early on based on Catarino et al. (2019).
This initial activity aimed to engage students actively. Afterward, the main concept
was introduced through a creativity model by Subanji & Nusantara (2022) that
emphasized key stages such as imitation, modification, and creation, allowing
93
students to explore and build on their understanding in a dynamic, interactive
manner. Finally, the lesson ended with awards and recognition where groups
exhibiting collaboration and creativity in solving problems were acknowledged and
awarded with badges, aligned with Ryan & Deci (2017) self-determination theory.
Step 5. Identifying instructional resource. In this step, the researcher
identified the instructional resources necessary for developing the gamified
simulation learning packet. For the creation of the gamified simulations, essential
resources include simulation software (such as the old version of GeoGebra 5),
computers or laptops, and digital elements like emoticons for feedback and
engagement. For the preparation and distribution of printed materials, the required
resources consisted of bond paper, a printer, and ink. These resources were
carefully selected to support both the digital and physical components of the
learning packet and to ensure effective delivery of the instructional content.
Development Phase
The tasks included in this phase of the study involved the development of
the gamified simulation, development of user’s guide, development of the learning
packet where gamified simulations were embedded, and creation and validation of
the gamified simulation alignment and quality evaluation checklist.
Step 1: Develop Gamified Simulations. The development of the gamified
simulations was implemented using GeoGebra 5, a free and open-source dynamic
mathematics software that combines geometry, algebra, calculus, and
spreadsheet capabilities in a single interactive platform. Its accessibility and
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versatility made it an ideal tool for creating visually rich and responsive simulations
aligned with mathematical learning goals.
To embed gamification elements into the simulations, the researcher
maximized GeoGebra’s scripting features, particularly GeoGebra Script
(GGBScript) and JavaScript. These scripting tools enabled the creation of dynamic
interactions that simulate game-like experiences while supporting conceptual
understanding. Specifically, the researcher integrated the following gamification
features such as challenges, feedback mechanisms, and rewards system. First, in
terms of challenges, each simulation included task-based challenges designed to
promote engagement and critical thinking. These challenges were aligned with the
level of cognitive demand (e.g., imitation, modification, or creation) and varied in
form, including open-ended problems, structured problem-posing tasks, and
interest-based challenges. Using scripting, challenge conditions were set so that
simulations could respond to student inputs, evaluate correctness, and activate
rewards or prompts. Second, in terms of rewards system, scripting was used to
assign points based on the completion and accuracy of tasks. Correct responses
would trigger an increase in the score, helping students track their progress and
stay motivated in the simulation activities. Third, through conditional statements
and dynamic text fields, the simulations provided instant feedback such as
“Correct!”, “Please Try Again,” or hints when incorrect answers were submitted.
This feedback guided learners while maintaining their momentum. Moreover, in
the Creation-level simulations, a “Generate New Problem” button was scripted to
randomly create new problems based on predefined criteria. Students could click
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this until a problem that matched their interest appeared, ensuring relevance and
autonomy.
Through these features, the GeoGebra-based simulations were
transformed into interactive and motivational environments, where students were
not only learning mathematical content but also engaging with it in a game-like
structure. The use of scripting enabled a seamless blend of pedagogical goals and
gamified mechanics, supporting creativity, collaboration, and sustained
engagement throughout the learning process.
Moreover, for each topic, five distinct simulation files were developed, each
aligned with a specific phase of the lesson and a corresponding instructional goal.
For the Warm-Up Activity, a simulation was designed to activate prior knowledge
and engage students at the start of the lesson. This simulation includes low-stakes
tasks and interactive visual elements that help learners recall and apply
foundational concepts, thereby preparing them for deeper mathematical thinking.
In the Open-Ended Problem phase, a separate simulation was crafted to promote
divergent thinking. It presents students with real-life contextual problems that have
multiple possible solutions, encouraging exploration of various solution paths. This
format fosters both creativity and collaborative engagement among learners. At
the Imitation Level, the simulation focuses on building conceptual understanding
through structured exploration. Students are guided to follow modeled examples,
recognize patterns, and solve interest-based problems. This phase emphasizes
guided practice and reinforcement of key mathematical concepts. The Modification
Level features a simulation designed to encourage flexible thinking and problem
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adaptation. In this activity, students are prompted to alter elements of the given
problems such as functions or parameters and solve their newly constructed
versions. This level promotes structured problem-posing and supports reasoning
in a collaborative context. Finally, the Creation Level introduces a simulation that
challenges students to construct original mathematical models or functions based
on set conditions. A key feature of this simulation is the “generate new problem”
option, which allows learners to go through cycles of system-generated problems
until they find one that aligns with their interests. This level promotes high-level
creativity, independent thinking, and group collaboration.
Each simulation was intentionally designed to scaffold students from basic
recall to original creation, supporting the overarching goals of the instructional
model namely, to cultivate mathematical creativity and collaboration through a
progressive and gamified learning experience.
Step 2: Develop User’s Guide. Following the development of the gamified
simulations, the researcher created a corresponding user’s guide for each
simulation file. The User’s Guide provided a detailed, step-by-step procedure for
navigating the gamified simulations across all phases and levels of the learning
activities, beginning with the Warm-Up Activity (Level 0) and progressing through
to the Creation Level (Level 3). For each simulation file, the guide outlined how to
interact with key components such as input boxes, sliders, buttons, and feedback
displays. It also explained how students should engage with the embedded
challenges, respond to open-ended prompts, and interpret the feedback and
rewards integrated into the simulation. By clearly structuring the instructions for
97
each level from activating prior knowledge (Warm-Up), practicing modeled tasks
(Imitation), modifying problems (Modification), to constructing original solutions
(Creation), the guide ensured that users could effectively and confidently navigate
the learning experience. This systematic guidance supported both independent
student use and teacher facilitation, contributing to the smooth and consistent
implementation of the gamified simulation-based lessons.
Step 3. Develop the learning packet. To ensure the instructional coherence,
accessibility, and functionality of the gamified simulation learning packet, the
researcher followed a systematic process, detailed as follows:
Step 3.1: Compile All Lesson Plans into a Unified Document. All lesson
plans developed for the selected topics were compiled into a single cohesive
document to establish a unified foundation for the learning packet. This compilation
not only ensured consistency in format and instructional design but also facilitated
easier organization and sequencing in the subsequent steps of packet
development.
Step 3.2: Organize the Document Based on a Logical Instructional Flow.
After compiling the lesson plans, the researcher organized the content of each
topic in a clear, coherent, and pedagogically sound sequence to support both
instructional clarity and ease of use. Each topic followed a standardized structure
that began with the Title of the Topic, clearly stated Instructional Objectives,
establishing the focus and intended learning outcomes, and Mission and Goals of
the different levels of gamified simulation activities in the packet. This was followed
by a Warm-Up Activity (Level 0) to activate prior knowledge and a contextualized
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Open-Ended Problem designed to promote divergent thinking. The Getting the
Idea section provided a content overview, anchoring the conceptual foundation of
the lesson. Central to the packet were the Step-by-Step Learning Activities, which
were systematically divided into three levels: Imitation (Level 1), Modification
(Level 2), and Creation (Level 3) each increasing in cognitive complexity and
designed to foster deeper learning and creativity. Finally, each topic concluded
with an Awards and Recognition section to reinforce student motivation and
celebrate progress. This consistent structure reflects the progression from
foundational understanding to original problem-solving, in alignment with the
instructional model guiding the development of the learning packet.
Step 3.3: Insert the Guide on How to Use the Gamified Simulation. To
ensure that both students and teachers could navigate and utilize the simulations
effectively, the researcher inserted a dedicated section titled “Guide on How to Use
the Gamified Simulation” at the end of each topic in the learning packet. This guide
was carefully crafted to walk users through the simulation process in a clear, step-
by-step manner. It began with navigation instructions, detailing how to interact with
simulation components such as sliders, input boxes, buttons, and other clickable
elements. The guide then outlined the embedded gamification elements,
explaining how challenges are triggered, how feedback is given, and how points
are earned. It concluded with practical tips for maximizing engagement and
interactivity, such as when to use features like the “Generate New Problem” button,
how to explore multiple solution paths, and how to monitor progress during the
activity. By placing this guide consistently after each topic, the learning packet
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provided immediate support for users, ensuring smoother implementation and
promoting more meaningful learning experiences.
Step 3.4: Link the Corresponding Simulation Files via Google Drive. To
ensure easy and reliable access to the gamified simulation files, all GeoGebra-
based simulations were uploaded to a dedicated Google Drive folder. For each
topic, the researcher inserted the direct download and view links within the
corresponding “Guide on How to Use the Gamified Simulation” section. This
allowed users both teachers and students to conveniently access or download the
specific simulation file associated with the lesson, streamlining the integration of
digital resources into classroom instruction.
Step 3.5: Verify All Hyperlinks for Accuracy and Functionality. To ensure a
smooth user experience and reliable access to the embedded digital resources,
the researcher conducted a systematic verification of all hyperlinks included in the
learning packet. Each link was carefully reviewed to confirm that it redirected to
the correct GeoGebra simulation file, was publicly viewable or downloadable, and
functioned properly across different devices and internet browsers. This quality
control step was essential in preventing technical issues that could disrupt
instruction or hinder the effective use of the gamified simulations by teachers and
students.
Step 3.6: Prepare the Introductory Section of the Learning Packet. To
provide a clear and professional introduction to the learning packet, the researcher
prepared an organized opening section that helps orient users before engaging
with the lesson content. This section began with a Cover Page that included the
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title of the learning packet and the researcher’s name. It was followed by a Preface,
which outlined the purpose and its components. Finally, a Table of Contents was
included to present the structure of the packet, listing all key components and their
corresponding page numbers. This introductory section ensured that both teachers
and students could easily understand the document's purpose and navigate its
contents efficiently.
Step 3.7: Enhance Aesthetic Quality and Visual Appeal. To make the
learning packet more engaging and easier to use, the researcher applied basic
visual design improvements that helped create a clean and organized appearance.
Consistent formatting, clear fonts, and well-structured layouts were used to make
the content easier to read and follow. Simple icons or visual markers were also
included to highlight key parts of the lesson, such as challenges and tasks. Extra
care was taken to avoid too much information or decoration on a single page, so
learners could focus on the important content. These enhancements helped
improve the overall look and usability of the packet, supporting better
understanding and engagement.
Step 3.8: Conduct Thorough Content Review. To ensure the instructional
quality and coherence of the learning packet, the researcher conducted a
comprehensive review of the entire document. This process involved checking for
content accuracy and ensuring alignment with the curriculum standards and
intended learning outcomes. The structure and flow of each lesson were examined
to confirm instructional clarity and logical sequencing. The researcher also verified
the consistency of gamification elements such as challenges, feedback, and
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rewards across all topics to maintain a unified learning experience. Additionally, all
simulations and accompanying activities were reviewed to ensure they were
complete, functional, and aligned with the goals of each lesson. Revisions were
made as needed to strengthen the instructional soundness and maintain alignment
with the study’s guiding theoretical frameworks.
Step 3.9: Finalize Pagination and Table of Contents. Once the structure and
content of the learning packet were finalized, the researcher proceeded to insert
accurate page numbers throughout the document. The Table of Contents was then
updated to reflect the final layout, ensuring that all sections and subsections were
clearly listed and correctly numbered. This step was essential in helping users
easily navigate the packet, locate specific components, and follow the sequence
of lessons with minimal difficulty.
Step 4. Creation and Validation of Gamified Simulation Alignment and
Quality Evaluation Checklist. The researcher also created an Alignment and
Quality Evaluation Checklist intended to be used by expert evaluators in assessing
the degree of alignment and overall quality of the developed gamified simulations
in relation to the proposed instructional model for enhancing students’ creativity
and collaboration. This instrument is composed of 5 domains namely (1)
simulation-based lesson design with 4 indicators, (2) gamification elements with
10 indicators, (3) support for creativity with 3 indicators, (4) support for
collaboration with 3 indicators, and (5) aesthetics and engagement with 3
indicators with a total of 23 indicators. The instrument undergone and passed the
content validity following the process outlined by Yusoff (2019) with a Scale-Level
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Content Validity Index (S-CVI/Ave) of 1.00 and Universal Agreement (S-CVI/UA)
of 1.00 across all five domains, indicating perfect agreement among the four
experts on the relevance of each item. Furthermore, it was also pilot tested to 30
mathematics teachers within the Division of El Salvador City. Results in the pilot
testing are presented in Table 6.
Table 6. Pilot Testing of the Gamified Simulation Alignment and Quality Evaluation
Checklist
Domains Cronbach Alpha Internal Consistency
1. Simulation-Based Lesson Design 0.81 Good
2. Gamification Elements 0.76 Acceptable
3. Support for Creativity 0.88 Good
4. Support for Collaboration 0.88 Good
5. Aesthetics and Engagement 0.85 Good
Overall 0.95 Excellent
Legend: Cronbach Alpha ≥ 0.9 (Excellent), 0.8 ≤ Cronbach Alpha < 0.9 (Good), 0.7 ≤ Cronbach Alpha < 0.8 (Acceptable),
0.6 ≤ Cronbach Alpha < 0.7 (Questionable), 0.5 ≤ Cronbach Alpha <0.6 (Poor), Cronbach Alpha <0.5 (Unacceptable)
Data Analysis
Descriptive Statistics. Two sets of quantitative data were obtained in the
first phase of the study based on the teachers’ evaluation of the gamified
simulation learning packets and the alignment and quality of the gamified
simulations embedded within the packets. These data were analyzed using
descriptive statistics. Descriptive statistics aimed to describe and summarize the
data, providing a clear picture of its main characteristics (Blbas, 2024; Igual &
Seguí, 2024). This method was appropriate as it helped determine the overall
quality of the developed materials as a basis for implementation. Descriptive
statistics, such as the mean score and total points, were used to analyze the
evaluation results of the gamified simulation learning packets in terms of four
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criteria namely, content, format, presentation and organization, and accuracy and
up-to-datedness of information. The total points obtained was compared to a
threshold value to assess whether the learning packet met each criterion.
Meanwhile, the mean score and the overall mean score were used to evaluate the
gamified simulations in terms of four criteria namely simulation-based lesson
design, gamification elements, support for creativity, support for collaboration, and
aesthetics and engagement. The overall mean score served as a summary
measure of the overall alignment and quality of the gamified educational
simulations with respect to the proposed model and was compared to a threshold
to determine whether it met the required standard.
Ethical Considerations
The researcher strictly followed the ethical procedures in conducting this
study. First, the researcher seek permission from the Division Office through the
Superintendent to conduct the study within the Division premises. Second, the
researcher closely coordinated with the School Principal/School Head to ensure
proper communication and avoid bypassing of protocol. Third, letter of invitation
and informed consent were secured from each participant. Proper orientation was
done to ensure that participants know their roles should they wish to participate in
the study. Fourth, participants were not forced to share their views or evaluate the
learning packet. This is to ensure that voluntarism is observed in sharing of ideas
and evaluating the learning packet. Fifth, participants were allowed to withdraw
from the study anytime they wish. Finally, all responses were treated confidentially,
and principles of anonymity was observed. Codes were assigned to each of the
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participants. The code E1 represents master teacher participants’ number 1 during
the validation process.
Phase 2: Implementation of the Developed Gamified Simulation Learning
Packet
Research Designs
(1) Explanatory Sequential Mix-Method Design. An explanatory sequential
design is a mixed method approach where quantitative data is collected and
analyzed first, followed by qualitative data collection and analysis (Draucker et al.,
2020). As Creswell et al. (2023) explain, the main purpose of this design is to use
qualitative data to interpret or clarify quantitative results. In this study, the design
is particularly useful for understanding the post-test scores on creativity and
collaboration, which were measured after the implementation of the developed
gamified simulation learning packets. The quantitative results provide a broad view
of students' performance, but the qualitative phase helps explain the reasons
behind these scores. According to Draucker et al. (2020) and Katz et al. (2016),
one way to select participants for the qualitative phase is to form subgroups based
on high, medium, and low scores from the quantitative data, then randomly select
participants from each group for follow-up interviews. In this study, nine students
were selected with three from each subgroup of high, medium, and low post-test
scores. This is to ensure a diverse range of perspectives to explain the scores on
creativity and collaboration observed in the post-test results.
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(2) One-group pretest-posttest design. The quantitative part of the study
was guided with one-group pretest-posttest design. This design is a type of quasi-
experimental design in which the outcome of interest is measured twice: once
before and once after the participants are exposed to a specific intervention or
treatment (Choueiry, 2021). This design was appropriate for the current study
because Basic Calculus is a specialized subject taught to a single group of
students at the school where the intervention was implemented. As such, the study
followed this design to measure the outcomes of the intervention on the students'
performance. The one-group pretest-posttest design is illustrated below.
Figure 4: Visual Model for One-Group Pretest-Posttest Design
Treatment X refers to the gamified simulation learning packet implemented
in the experimental group for learning Calculus. Prior to the intervention, a pretest
(O₁) was administered to assess baseline performance on creativity and
collaboration. Following five weeks of implementation, a posttest (O₂) was
conducted with the same group. Students’ mathematical creativity and
collaboration were measured using researcher-made mathematical creativity test
and a 5-point Likert scale for mathematics collaboration, respectively. Responses
to the creativity test were evaluated using the rubric adapted from Walia and Walia
(2017).
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Moreover, qualitative data were also collected through focus group
discussions involving nine students. A researcher-developed semi-structured
interview guide was utilized to obtain in-depth feedback on their experiences with
the gamified simulation learning packets and how these materials contributed to
the development of their mathematical creativity and collaboration skills.
Research Setting
The implementation and summative evaluation phase of the study was
conducted in Cogon National High School (CoNHS), one of the public schools in
the Division of El Salvador City. The school is located at Zone 3 Cogon, El Salvador
City. CoNHS has a total population of 1500 from Junior to Senior high school. The
school was selected due to the lack of research highlighting gamification and
simulation activities in promoting students’ mathematical creativity and
collaboration. The study therefore aims to generate valuable insights that may
inform and improve teaching practices, while fostering a more engaging and
collaborative learning environment in mathematics education within the school.
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Figure 5: Map of El Salvador City
(Retrieved from: [Link] [Link])
Sampling Procedure
Purposive sampling was employed to identify the participants involved in
the implementation and summative evaluation phase of the study. This sampling
technique involves the selection of individuals who meet specific criteria relevant
to the research objectives (Andrade, 2021). In this study, two criteria were
established: 1) students must belong to a section where Basic Calculus was
offered, and 2) students must have demonstrated willingness to participate in the
study. The selected students underwent five weeks of instruction using the
developed gamified simulation learning packet, and the outcome of the
intervention were measured through their scores in mathematical creativity and
collaboration.
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Participants of the Study
The study involved one intact section of Grade 11 STEM students from
Cogon National High School during the five-week implementation of the gamified
simulation learning packet in the school year 2024–2025.
After the implementation, nine participants were selected for interviews to
gather feedback on their experiences with the gamified simulation learning packet.
These participants were chosen from the same group of students who were
exposed to the developed learning materials. The selection followed the procedure
outlined by Katz et al. (2016), in which students were grouped based on
performance levels such as high, medium, and low scorers. Specifically, three
participants were selected from those with the highest post-test scores, three from
the middle range, and three from the lowest scorers. This selection ensured a
diverse range of perspectives to help explain the variations in creativity and
collaboration reflected in the post-test results.
Research Instruments
(1) Mathematical Creativity Test. The teacher-made pretest-posttest
mathematical creativity test was a 6-item open-ended instrument designed to
assess students’ creativity in mathematics. The test underwent content validation
involving the same panel of experts using the procedures introduced by Yusoff
(2019) to ensure alignment for measuring mathematical creativity. Results of the
validation revealed that the instrument has a Scale-Level Content Validity Index
(S-CVI/Ave) of 1.00 and Universal Agreement (S-CVI/UA) of 1.00, indicating
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perfect agreement among the four experts on the relevance of each item. Following
the validation process, the instrument was pilot tested with a group of Grade 12
students which resulted in a Cronbach’s alpha of 0.898 suggesting a good internal
consistency. A copy of the instrument is attached in the appendices (Please see
appendix 10).
(2) Collaboration Self-Assessment Tool (CSAT). The mathematics
collaboration self-assessment tool used in this study was adapted from the
Collaboration Self-Assessment Tool (CSAT) by Ofstedal and Dahlberg (2009).
Permission to use the instrument was obtained from the original authors before
conducting the study. Minor revisions were made to the items to better fit the
context of the study. Prior to the study, the scale was pilot tested with Grade 12
students which resulted in a Cronbach’s alpha equal to 0.842 suggesting a good
internal consistency. A copy of the instrument is attached in the appendices
(Please see appendix 14).
The data from the CSAT were analysed using the scoring system proposed
by Ofstedal and Dahlberg (2009), which is based on a 4-point Likert scale. On this
scale, a score of 4 means "to a great extent," and a score of 1 means "not at all."
(3) Interview Questionnaire. To gather students' feedback on their
experiences with the gamified simulation learning packets, the researcher
developed a semi-structured interview questionnaire for a focus group discussion
involving nine student participants. The instrument was reviewed and validated by
the thesis adviser to ensure its relevance and appropriateness in the context of the
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study. A copy of the instrument is attached in the appendices (Please see appendix
16).
Data Gathering Procedure
Implementation Phase
The steps involved in the implementation phase of the study include the
conduct of usability testing of the gamified simulation learning packets and
classroom implementation.
Step 1. Conduct usability testing. In the pilot implementation of the gamified
simulation learning packet, usability testing was conducted to evaluate how the
material functions in an actual learning environment. The primary aim was to
identify any practical challenges encountered during classroom use. The usability
testing involved a small group composed of ten (10) Grade 12 STEM students
engaged in a gamified simulation activity along with one (1) Math teacher to help
students whenever necessary. Data was collected using students’ feedback and
teachers’ observation. This phase was essential in refining the tool to better align
with its educational goals of enhancing creativity and collaboration in mathematics
prior to classroom implementation. Results of the usability testing revealed some
concerns and areas of improvements raised by both students and teacher. Table
7 summarizes these comments along with the corresponding action taken to
improve the learning experience associated with the developed gamified
simulations learning packet.
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Table 7: Comments and Action Taken to Improve Gamified Simulations Features
Category Comments/ Suggestions Action Taken
1. Review • “… problems should not be initially • Challenges were
activity presented and should disappear hidden when time is 0
after the time limit has elapsed.” and 3 minutes
2. Display of • “… displaying the user-inputted • Simulation displays all
functions function in the simulation is user-input function
necessary for easier evaluation,
especially for piecewise functions.”
3. Challenges • “Challenges should be clearly visible • Challenges presented
to direct students’ attention.” in increased font size
4. Rewards • “Please provide more points for • More points were
creation activity.” allotted to the creation
activity
5. Feedback • “… adding emoticons (e.g., happy or • Simulation incorporates
sad faces) alongside narrative happy and sad
feedback maybe necessary to help emoticons to evaluate
students quickly recognize if our students’ responses
answers are correct or incorrect.” • Adding of varied colors
• "… consider adding color to narrative for correct and incorrect
feedback to make it easier for feedback
students to distinguish between
correct and incorrect responses."
Step 2. Classroom implementation. The researcher coordinated with the
School Principal of Cogon National High School and submitted the approved copy
of the request letter (signed by the Superintendent) granting permission to conduct
the experimental study on the school premises. The letter was then forwarded to
the math teacher of the participating section to inform her that her class would be
included in the study and that the researcher have to take over the facilitation of
the Grade 11 section in learning Limits and Continuity in Basic Calculus.
Additionally, consent letters were secured from the parents of the student
participants, specifying that they allowed their children to participate in the study.
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Pre-test questionnaires assessing mathematical creativity and collaboration
were administered to the group of students one week before the study began. The
students were given one hour to complete the test. Once the pre-test was
collected, the gamified simulation learning packet was distributed. The learning
packet served as the main reference for the fourth-quarter lessons in Basic
Calculus. The classroom implementation lasted five (5) weeks using the learning
packet as the intervention.
Summative Evaluation Phase
After the implementation phase, a post-test was administered to the same
group of students who were exposed to the gamified simulation learning packets.
This assessment was conducted face-to-face and lasted one hour. Following the
analysis of the post-test results, the researcher employed an explanatory
sequential mixed methods approach by selecting participants for a follow-up
qualitative phase. Specifically, students were purposively selected for a Focus
Group Discussion (FGD) based on their post-test performance with three from
each subgroup of high, medium, and low post-test scores following Draucker et al.
(2020) and Katz et al. (2016) recommendation to help further explore and explain
the quantitative findings. The FGD was conducted one week after the post-test.
During the discussion, students were asked about their experiences using the
learning packet, with a focus on elements that may have contributed to their
performance and learning outcomes. The students’ responses were audio-
recorded to facilitate accurate transcription and analysis. To ensure confidentiality,
each participant was assigned a code (e.g., S1 for Student 1).
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Data Analysis
(1) Descriptive Statistics. Descriptive statistics were used to analyze the
students’ pretest and posttest scores on the three components of mathematical
creativity such as fluency, flexibility, and originality. This method was appropriate
for summarizing and describing the key features of the data (Blbas, 2024; Igual &
Seguí, 2024). In the study, the process began by computing the mean and
standard deviation of students’ scores to determine their average performance and
the variability of their responses to observe detailed patterns of improvement in
each aspect. Through these steps, descriptive statistics systematically organized
the data, highlighted trends of growth, and provided a clear basis for interpreting
the impact of the intervention.
(2) Paired Sample t-Test. A paired-samples t-test is used to compare the
means of two related groups or to assess the same group measured at two
different times (Ross et al., 2017). When the same participants are tested twice
using the same measurement tool, the test is referred to as a repeated measures
t-test. According to Fein et al. (2022), the fundamental assumptions of the test are:
(1) the absence of significant outliers in either of the two related groups, and (2)
the differences between the paired observations should be approximately normally
distributed. In this study, a paired-samples t-test was deemed appropriate because
the same group of students was assessed before and after exposure to the
gamified simulation learning packet, using the same measurement instruments for
both mathematical creativity and collaboration to determine whether there is a
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statistically significant change in the said skills after the intervention. Moreover, the
data gathered also satisfies its basic assumptions presented above.
(3) Thematic Analysis. Students’ feedback on the gamified simulation
learning packets was analyzed using thematic analysis, following the six-step
process outlined by Braun and Clarke (2006). The analysis began with Step 1,
where the data was thoroughly reviewed by reading and re-reading the students’
responses to understand their experiences with the simulations. In Step 2, the data
was broken down into smaller, meaningful units, creating initial codes that
highlighted key ideas and responses. Step 3 focused on grouping related codes
into broader themes that addressed the research questions. These themes were
then reviewed and refined in Step 4 to ensure they accurately reflected the data.
Step 5 involved clearly defining each theme to capture the core meaning of
students' feedback, focusing on aspects like engagement, creativity, and
collaboration. Finally, Step 6 involved combining the themes into a clear narrative
that summarized the overall impact of the learning packets and offered insights for
future improvements.
Ethical Consideration
Ethical procedures were strictly adhered during the implementation and
summative evaluation phase of the study. First, approval and permission were
obtained from the SDS, School Head/Principal, and parents. Second, the
researcher did not inform the students about the research to avoid the Hawthorne
effect. Third, the learning environment was ensured to be safe throughout the
research to prevent any harm or risk to the participants. Finally, all responses were
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treated confidentially, and principles of anonymity were maintained. Each
participant was assigned a code; for example, the code S1 represented student
participant number 1.
Chapter 4
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This section presents the data, its analysis, and interpretation aligned with
the research questions outlined in Chapter 1. It begins by introducing the proposed
model for helping teachers develop gamified simulations to enhance students’
creativity and collaboration, presents evaluation and implementation results, and
discusses students’ experiences with the developed gamified simulation learning
packet.
1. Proposed Model for Designing Gamified Simulations to Enhance
Mathematical Creativity and Collaboration
Gamified simulations, in essence, represent an integration of interactive
simulations with gamification elements. Both components must embody essential
features to effectively foster creativity and collaboration. For simulation-based
lessons, the simulations should enable students to visualize and explore
mathematical concepts dynamically, establish connections to real-world
applications, promote inquiry-based learning, and facilitate productive
collaborative interactions. In terms of gamification, it is critical to embed elements
such as meaningful challenges, immediate feedback, and motivating rewards
directly within the simulation environment to enhance student engagement and
support deeper learning. After incorporating these features, designers could also
include aesthetics to increased gamified simulation appeal and enhanced
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students’ engagement. Shown in Figure 6 is the conceptual model for designing
gamified simulations in mathematics education.
Figure 6. Conceptual Model for Designing Gamified Simulations
Step 1. Create simulation-based lessons. The literature offers various
perspectives on how simulations can be effectively utilized to enhance students'
creativity and collaboration as outlined below.
1.1 Simulations should encourage interactive visualization and exploration
of concepts. One of the important features of a simulation is its visualization
component (Yorganci, 2018). Through visualization, mathematical concepts
became more relatable and tangible to students. It allows students to transition
more easily between concrete, pictorial, and abstract mathematical
representations which is essential in developing their creative mathematical
thinking (Žakelj & Klancar, 2022). Vale et al. (2018) supports this notion
emphasizing that interactive visualization encouraged students to approach
problems from multiple perspectives and develop innovative solutions which
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enhances their mathematical creativity. To maximize its impact, visualization
should also be supported with active exploration. When students are allowed to
manipulate variables, test hypotheses, and observe real-time changes,
simulations create an interactive learning environment that fosters curiosity and
adaptive thinking (Istikomah et al., 2024). This exploratory approach encourages
students to refine their understanding by making predictions, analyzing patterns,
and drawing conclusions based on observed outcomes. In this manner, students
develop flexible problem-solving strategies and original mathematical insights
which are essential components of mathematical creativity (Vlachopoulos & Makri,
2017; Bicer, 2021).
1.2 Relate simulation to real-life application of concepts. Engaging students
in the real-life application of concepts fosters mathematical creativity by providing
meaningful and relevant contexts for mathematical exploration (Jacinto, 2023).
When students encounter problems rooted in real-world situations, they are
encouraged to think beyond standard procedures and explore multiple pathways
to a solution. These tasks not only help them make connections between different
mathematical concepts but also reinforce their ability to apply knowledge in
practical and meaningful ways (Nilimaa, 2023). Furthermore, research suggests
that engaging with real-life applications enhances students’ ability to think critically,
creatively, and independently by challenging them to analyze information,
recognize patterns, and develop innovative approaches (Suherman & Vidákovich,
2022; Gallaun et al., 2022). By immersing students in authentic problem-solving
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experiences, real-life applications help cultivate a deeper understanding of
mathematics and inspire creative mathematical thinking.
1.3 Simulation should promote inquiry-based learning. Inquiry-based
learning (IBL) plays a crucial role in fostering mathematical creativity, as it
encourages students to ask meaningful questions, explore multiple solution paths,
synthesize ideas from various sources, collaborate with peers, and reflect on their
learning (Bruce, 2011). In his literature review, Bicer (2021) emphasized that
instructional practices promoting mathematical creativity align closely with IBL,
which is grounded in constructivist theories asserting that learners build knowledge
through active engagement with new experiences and ideas (Alismaiel et al.,
2022). By integrating IBL principles, simulations create interactive environments
that support discovery, experimentation, and critical reasoning (Suherman &
Vidákovich, 2022; Gallaun et al., 2022; Lubis, 2023). For instance, in the study
conducted by Ferdinandus (as cited in Bachore, 2021), results revealed that
simulations designed around IBL have been shown to enhance students' creative
thinking skills by providing an inquiry-driven problem-solving.
1.4 Simulations should support for productive collaborative learning.
Yorganci (2018) emphasized that simulations should be intentionally designed to
encourage productive collaborative activities, encouraging students to work
together in small groups or teams to solve problems, complete tasks, or explore
concepts (Nilimaa, 2023). This approach is rooted in the idea that learning is a
social process emphasizing the benefits of students sharing ideas, knowledge, and
experiences with their peers. In mathematics education, collaborative learning has
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been shown to foster creativity by enabling students to build on each other’s
knowledge, engage in critical discussions, and develop problem-solving skills
(Catarino et al., 2019). In connection, Pirker & Gütl (2015) suggested the need to
integrate challenges that require teamwork, such as problem-solving tasks and
riddles that enhance students’ conceptual understanding. While gamified
simulations (GS) can also be structured for individual challenges, researchers
highlight that incorporating interactive elements and missions can effectively
support both collaborative and competitive learning experiences.
Step 2. Integrate gamification elements such as challenges, feedback,
and rewards within the simulation. Challenges, feedback, and rewards are
crucial elements in gamified interventions which do not only enhance engagement
and motivation but significantly enhance students' creativity, collaboration, and
problem-solving abilities in mathematics (Zhang, 2023; Nob et al., 2024; Galetta,
2013). These elements create an immersive learning experience that encourages
students to take risks, collaborate with peers, and actively participate in the
learning process.
2.1 Use of challenges. One of the major design elements for educational
gamified simulations according to Pirker & Gütl (2015) is its interactivity, which can
be promoted through the provision of challenges. These challenges are
responsible for engaging learners to keep playing. Challenges can be in a form of
word problems forcing students to observe or interact with the simulation. These
challenges push students to explore, innovate, and persist in the activity. Without
them, students may become disengaged, experience limited growth, and miss out
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on opportunities to develop critical thinking within gamified intervention. Speaking
of challenges, literatures present different ways on its nature to make it effective in
promoting students’ creativity and collaboration.
Firstly, it has been suggested that challenges should be open-ended in
nature to directly impact the dependent variables of the study. According to Nilimaa
(2023), open-ended challenges do not have a single, predetermined solution or
method of solution, allowing students to explore multiple pathways, make choices,
and develop their own problem-solving strategies. Such challenges have been
shown to foster creativity by encouraging students to think differently, take risks,
and experiment with various ideas (Nieminen et al., 2022). Supporting this notion,
Rachmawati et al. (2023) found that integrating open-ended challenges with
simulations significantly enhances students’ creative thinking abilities, particularly
in studies conducted between 2012 and 2022. Besides, these tasks are also
appropriate for enhancing students’ collaboration skills (Lotan, as cited in Bozic et
al. 2022), as they require students to discuss, share ideas, and work together to
solve problems.
Secondly, literatures also suggested that challenges should promote
students’ autonomy through problem-posing and interest-based problem choices.
Aside from answering existing challenges (not necessarily open-ended), students
should also be given the chance to modify them and solve the modified version of
the problem. Allowing the students to modify the existing problem according to a
very specific scenario is an example of structured problem-posing (Bicer, 2021).
This process can enhance students creative thinking abilities in mathematics
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because it offers ample opportunities for students to write various problems
(promoting fluency), discover and adopt new mathematical problems by leaving
the commonly used ones (encouraging divergent thinking or flexibility), and create
a problem that is rare (advancing novelty) (Bicer, 2021; Wulandari et al., 2024).
Stolaki & Economides (2018) supports this and further emphasize that this
approach stimulates creativity through collaborative problem-solving and question
generation which enhances their divergent thinking skills relevant to various
subjects, including math. Furthermore, Pham & Cho (2018) argued that providing
students with problem choices that align with their interests, conceptual
understanding, and skill mastery can significantly enhance their creativity. When
students tackle problems that resonate with their personal interests, they become
more motivated and invested in the learning process. This intrinsic motivation
leads to deeper engagement and fosters creative thinking.
At the core of these ideas is autonomy, which refers to the sense of control
over one’s own actions and decisions. Autonomy serves as a crucial motivational
driver for creativity, as it enables students to take ownership of their learning
experiences (Baum & Baumann, 2018). When students have the freedom to
modify problems and make creative choices in problem-solving, they develop
intrinsic motivation, leading to deeper engagement, innovative thinking, and
enhanced mathematical creativity and expression (Oscar et al., 2017).
2.2 Use of feedback mechanisms. Another essential element in every
gamified simulation is the use of feedback mechanisms (Pirker & Gütl, 2015).
Feedback is an information given to players about their performance and progress
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in a gamified activity (Nob et al., 2024). It has several didactic functions. Besides
the main purpose of checking the answers' correctness, it can also provide
contextual learning aid for the student and perhaps even can guide the stages of
the learning process (Lukáč & Sekerák, 2015). In gamified simulations, feedback
is triggered by students’ behaviors and interactions with the system (Pirker & Gütl,
2015). By providing real-time prompts, feedback allows students to identify and
correct their own mistakes, enhancing their comprehension of mathematical
concepts (Cruz & Palaoag, 2019; Deabanico & Caballes, 2023). Additionally,
feedback helps reduce misconceptions and reinforce correct ideas, leading to
improved learning outcomes (Pirker & Gütl, 2015; Merle, 2024). It has also critical
role for less confident students so that they do not give up and be able to be helped
in their response (Dos Santos et al., 2022). Feedback also plays a crucial role in
fostering collaboration (Nob et al., 2024). In gamified activities, it encourages open
communication within groups, as students work together to address errors and
refine their solutions. This process promotes shared responsibility and collective
problem-solving, ultimately strengthening collaboration by valuing each member's
contributions toward achieving common goals. Furthermore, when combined with
collaborative learning in a physical setting, feedback can significantly enhance
students' creativity in mathematics (Nob et al., 2024). The interplay between
feedback and collaboration enables students to engage in cycles of discovery and
verification, which can lead to more meaningful and novel solutions to
mathematical problems.
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Moreover, to maximize its impact on creativity, feedback should support a
safe learning simulation environment that encourage students to take risks and
explore new ideas. Veith and Bitzenbauer (2022) emphasized that such an
environment helps students feel comfortable experimenting with new ideas without
fear of failure. Thus, it should be constructive and motivating, guiding students to
embrace challenges, persevere through difficulties, and view mistakes as
opportunities for growth (Xu et al., 2022). This can be achieved through real-time
and constructive prompts that respond to incorrect answers by encouraging
students to refine their ideas and explore alternative approaches. By reinforcing
effort and persistence, feedback fosters a growth mindset, enabling students to
engage in iterative problem-solving and develop deeper mathematical
understanding. Ultimately, well-structured feedback in a gamified simulation
nurtures students’ ability to think flexibly, explore multiple solutions, and adopt
more creative approaches to problem-solving.
2.3 Use of rewards. According to Pirker & Gütl (2015), gamified simulation
mainly uses game elements involving reward systems such as points and badges
to enrich the simulation. Rewards in gamified interventions played an important
role in engaging and motivating the students as emphasized by existing studies
(Lanuza, 2020; Lanuza et al., 2020). Rewards can help students get away from
boredom feeling (Merle, 2024). It can provide a sense of enjoyment among
students while performing activities because they have something to look forward
to (Magat, 2022). It can also promote learning, exploration, and creativity (Gallera,
n.d.). By offering rewards in a gamified intervention after accomplishing a task,
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gamification provides a dynamic environment where students are driven to actively
participate, share ideas, and support one another in solving complex problems,
ultimately strengthening collaboration (Pelegro, 2022; Lanuza, 2020; Lanuza et al.,
2020). Galetta (2013) also claimed that the effect of reward on creativity
development and ideas generation has already been widely tested in
brainstorming sessions where participants improve in their creative output if
members are rewarded not only for their contributions but also for what those
contributions can inspire other participants. It is also shown to enhance originality
which is one component of divergent thinking allowing students to produce novel
ideas, and exhibit creativity (Gruntowicz, 2020).
Moreover, recognizing and rewarding creativity is very essential in every
gamified learning environment. In line with this, Pham & Cho (2018) emphasized
the importance of frequent recognition and affirmation in fostering creativity.
Istikomah et al. (2024) supports this and further argued that affirming and
appreciating students' creative ideas strengthens their ability to think creatively. In
this regard, teams demonstrating mathematical creativity should be promptly
recognized and rewarded like points and badges as positive reinforcements. This
approach not only sustains student engagement and persistence in solving
complex problems but also cultivates an environment where creativity is valued
and nurtured.
Step 3. Incorporate aesthetics to enhanced students’ engagement.
According to Pirker & Gütl (2015), aesthetics is an essential factor in gamified
interventions. Although it is not directly related to creativity and collaboration,
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aesthetics contributes to students’ engagement by making interactions visually
appealing, immersive, and enjoyable. In gamification, aesthetics help create a
compelling user experience by incorporating well-designed visuals, animations,
and themes that align with the learning objectives. This enhances motivation,
encourages participation, and fosters a sense of challenge and achievement.
2. Developed Gamified Simulation Learning Packet Based on the Proposed
Model
To answer Research Question 2, a Gamified Simulation Learning Packet
was developed based on the proposed model. In this packet, all learning activities
are designed around the use of gamified simulation, making it the central and
unifying feature throughout the instructional process.
2.1 Parts of the Gamified Simulation Learning Packet
The lesson in the learning packet is organized into several interconnected
parts, each designed to promote creativity and collaboration with gamified
simulation. The Title of the lesson clearly states the mathematical topic to be
discussed, while the Instructional Objectives specify measurable learning goals
aligned with enhancing students’ creativity and collaboration. Each lesson begins
with a Warm-Up Activity, a brief 3-minute drill designed to capture student interest
and build engagement. In this activity, students are challenged to answer as many
problems as they can, generated by the simulation, which sets the tone for active
participation. Following this, an Open-Ended Problem rooted in a real-life context
is presented. This task is purposely introduced before formal instruction, following
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the concept of Productive Failure (Kapur, 2008), where students explore the
problem using gamified simulation without prior knowledge about the topic,
encouraging exploration, creative thinking, and group discussion early on. The
next section, Getting the Idea, introduces students to the day’s learning
competencies, helping them frame their understanding within clear learning goals.
This is followed by the Your Turn segment, which contains a sequence of activities
designed to progressively build students' mathematical creativity. It begins with
Imitation, where students apply what they have just learned. Then comes
Modification, where they are required to alter given problems and solve the
modified versions. Lastly, in the Creation phase, students revisit the earlier open-
ended problem and then engage in another modeling task such as constructing
mathematical functions based on specific conditions generated by the simulation.
To sustain motivation and recognize effort, the Rewards and Recognition section
highlights students’ achievements through presenting them with badges based on
their creativity and collaboration performance. Lastly, a Guide on How to Use
Gamified Simulation is provided at the end of each lesson, offering step-by-step
instructions on how to navigate the gamified simulation in performing activities.
2.2 Gamified Simulation Levels, Missions, and Goals
To provide structure and promote learner engagement, the gamified
simulation activities in the learning packet are organized into four progressive
levels, each with a specific mission aligned with increasing complexity and
creativity.
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Table 8. Levels, Missions, and Goals in the Learning Packet
Levels Activities Missions Goals
Level 0 Warm Up Acquire as many points as Complete the warm-up
possible within a 3-minute challenge by recalling
time limit. key concepts from the
previous lesson to
unlock the open-ended
challenge.
Level 1 Imitation Solve at least three Solve challenges
challenges correctly using correctly to earn points
newly learned concepts. and unlock the
Modification level.
Level 2 Modification Solve at least three Modify and solve the
modified versions of revised problem
previously given challenges correctly to earn points
and unlock the creation
level.
Level 3 Creation Provide at least one correct Create an original
response to the first function satisfying given
creative challenge and at conditions to earn
least three correct mastery badge
responses to the second.
This level-based design enables students to progress meaningfully from
basic recall to advanced problem creation, while staying motivated through clearly
defined, gamified missions.
2.3 Simulation-Based Features Within the Packets
All lessons in the gamified simulation learning packet are built around
interactive simulations developed using the old version of GeoGebra 5.0, designed
to help students visualize, manipulate, and make sense of mathematical concepts
in an engaging and exploratory way. These simulations are intentionally crafted to
support students' creative and collaborative learning.
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2.3.1 Visualization and Interactive Exploration of Concepts
The developed learning packet presents a holistic design that seamlessly
integrates simulation and gamification to foster creativity and collaboration in
mathematics education. Central to its design is the strategic use of visualization
and interactive simulations that enable students to engage with mathematical
concepts dynamically. Within the simulation activities, learners operate under the
progressive stages of Imitation, Modification, and Creation with each offering
distinct opportunities for conceptual growth. At the Imitation level, students begin
by observing pre-designed models and replicating procedures, which allows them
to visualize mathematical patterns and relationships through guided examples. As
they move into the Modification phase, they are encouraged to tweak parameters,
adjust functions, or alter conditions within the simulation. This stage invites them
to observe how these changes influence outcomes, thereby deepening their
understanding and encouraging flexible thinking. Finally, in the Creation phase,
students design their own representations such as crafting a function that meets
specific limit criteria empowering them to explore mathematical ideas
independently and creatively. Throughout the packet, interactive GeoGebra-based
simulations serve as a foundational tool, allowing students to manipulate variables,
receive instant visual feedback, and iteratively refine their solutions. This
interactive environment transforms abstract mathematical ideas into tangible
experiences, enhancing conceptual clarity and promoting a sense of ownership
over the learning process. Thus, the packet does not merely present information
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but cultivates a vibrant space where learners can explore, visualize, and construct
knowledge through active engagement and discovery.
Figure 7. Sample Screenshot for Visualization and Interactive Exploration of Concepts
Figure 7 shows a sample screenshot that supports visualization and
interactive exploration of mathematical concepts. In this activity, students are
asked to explore the limit of 𝑓 (𝑥 ) = 𝑒 𝑥 as 𝑥 approaches to 0.Here, students enter
values of 𝑥 approaching 0 from both the left and right sides, then calculate and
input the matching y values. The simulation displays both a table of values
(accompanied with simulation feedback for correct or incorrect inputs) and a graph
at the same time, helping students clearly see what happens to the function near
𝑥 = 0.On the graph, the red dots show the function values as 𝑥 approaches 0 from
the left, while the green dots show the values as 𝑥 approaches 0 from the right.
Based on the patterns in the graph and the table of values, students can observe
that the function values approach 1 as 𝑥gets closer to 0 from both sides, thus
lim 𝑒 𝑥 = 1. This interactive visualization allows students to actively explore the
𝑥→0
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concept of limits by observing patterns, trying different inputs, and connecting
numbers with their graphical representations. Through this hands-on activity,
students build a stronger understanding of limits, improve their problem-solving
skills, and develop creative thinking in mathematics.
2.3.2 Real-Life Application of Concepts
The developed learning packet also emphasizes the real-life application of
mathematical concepts, ensuring that students not only learn procedures but also
understand the relevance of mathematics in everyday contexts. This is most
evident in the Open-Ended Problem section, where simulations are deliberately
designed around realistic scenarios that students can relate to or encounter in
practical life. By embedding mathematics within real-world situation learners are
encouraged to see mathematics as a tool for solving authentic problems, not just
abstract computations. These contextualized simulations challenge students to
analyze scenarios, formulate mathematical models, and propose meaningful
solutions based on their understanding. For example, instead of merely finding the
limit of a function, students may be asked to create a function that models a real
situation and determine its behavior as variables approach certain thresholds. The
open-ended format allows for multiple solution paths, enabling students to
demonstrate creativity, originality, and critical thinking while remaining grounded
in the application of core mathematical principles. By rooting abstract concepts in
real-life contexts, the learning packet strengthens the transferability of
mathematical knowledge, helping students appreciate the usefulness and power
of mathematics beyond the confines of the classroom. This design choice not only
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deepens conceptual understanding but also increases motivation, engagement,
and confidence in applying mathematics to diverse challenges.
Figure 8. Sample Screenshot for Real-Life Application of Concepts
One such example is found in Lesson 7, which addresses types of
discontinuities through a problem titled “The Unpredictable Launch Challenge” as
shown in Figure 8. In this scenario, an amusement park ride experiences a
malfunction that results in an essential jump discontinuity in the height function at
𝑥 = 3. Here, the simulation encourages them to assume the role of mathematical
analysts tasked with constructing a function 𝑓(𝑥) that accurately models the erratic
behavior. This real-world framing encourages students to think creatively as they
analyze the situation, consider multiple representations, and explore innovative
ways to express the discontinuity mathematically. By solving problems grounded
in authentic scenarios, students move beyond procedural knowledge, engaging in
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deeper, more meaningful exploration that nurtures their ability to apply
mathematical ideas creatively and critically.
2.3.3 Inquiry-Based Simulations
Simulations are also guided with inquiry-based learning. It is consistently
applied across the simulation activities (except Level 0) in the learning packet to
develop students’ critical thinking, exploration, and deep understanding of
mathematical concepts. Each simulation is structured to allow students to
investigate, ask questions, make predictions, and discover patterns before arriving
at formal conclusions. Before the start of the lesson, the simulation presents
students with a real-life open-ended problem aligned with the lesson topic. This
problem appears before direct instruction and is paired with a simulation that
allows students to manipulate variables and test inputs (e.g., trying values of x
approaching a certain number). Students observe how outputs change, which
encourages them to formulate hypotheses and analyze trends, a key step in
inquiry-based learning.
As the lesson progresses into the "Your Turn" segment, the simulation is
used to guide students through three phases of inquiry. In the Imitation phase,
students explore basic examples using the simulation to understand core ideas. In
the Modification phase, they are tasked to alter parameters or given problems,
which the simulation dynamically responds to, allowing students to test their own
changes and observe effects. In the Creation phase, students return to the earlier
open-ended task with deeper insight. They use the simulation to construct new
functions or models, answering questions like, “What function could have this
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behavior?” or “How can we change the function, so the limit is still 5?” Throughout
these levels, the simulations include embedded prompts and “what-if” exploration
paths. For instance, students might be asked by the simulation: As x approaches
2 from the left, what value does y approach? or As x approaches 2 from the right,
what value does y approach? These questions are not answered immediately;
instead, the simulation encourages trial-and-error, pattern recognition, and
reasoning based on observation. This ensures students are not passively receiving
information but actively constructing knowledge through guided discovery which is
a hallmark of inquiry-based learning.
To reinforce inquiry, the simulation only provides confirmation (e.g.,
feedback like “Good Job”) or reveals the next step after students submit responses
based on their exploration. This conditional feedback structure ensures that
learning proceeds only through engagement and reflection, not memorization.
Figure 9. Sample Screenshot for Promoting Inquiry-Based Learning
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2.3.4 Collaborative Simulation Activities
Finally, each simulation activity from Level 0 to Level 3 is designed to
promote collaborative learning. Students were organized into small groups of
three, with each group sharing only one computer loaded with the simulation. This
setup naturally encouraged teamwork, peer dialogue, and joint decision-making
because students must share control, discuss decisions, and coordinate actions.
Unlike individual work, where each student focuses on their own screen, sharing
a single device requires students to interact and rely on each other to complete
tasks. Collaboration was embedded into every phase of the lesson. During the
warm-up activity (Level 0), students worked together to solve as many review
problems as possible within a limited time. In the open-ended problem segment,
groups were prompted to discuss real-life problems and generate initial ideas
before formal instruction, encouraging them to explore possibilities collectively.
The Your Turn section further deepened collaboration through three levels of
activities. In the imitation phase, students took turns operating the simulation and
explaining their reasoning aloud. In the modification phase, the group jointly
revised problems and justified their changes before solving them. In the creation
phase, students constructed mathematical models or functions based on criteria
given in the simulation, requiring consensus and synthesis of ideas. Throughout
these activities, the simulation posed challenges that demanded group agreement
and rewarded collaborative effort through badges and points. Simulation feedback
guided student discussions, and teachers facilitated interactions to ensure that all
members actively participated. Collaboration, therefore, was not incidental but an
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intentional, structured feature of the packet’s design to enhance both creativity and
shared learning.
2.4 Gamification Elements Used
2.4.1 Open-Ended, Problem-Posing, and Interest-Based Challenges
One of the gamification elements utilized in the gamified simulation learning
packet is challenges. These challenges come in various forms such those that are
open-ended allowing multiple solution paths, problem-posing activities where
students generate their own mathematical questions, and interest-based challenge
where students have to select problems to solve based on their choices and
preferences.
First, the learning packet strategically used open-ended challenges in
creation activity (Level 3) to engage students in higher order thinking by allowing
multiple valid solutions rather than a single correct answer. One example of the
problem is, “Create a function such that lim 𝑓 (𝑥 ) = −5 and lim𝜋 𝑓 (𝑥 ) = −4” which
𝑥→0 𝑥→
2
students must satisfy using their own mathematical reasoning. Within the
simulation environment, students explore these tasks by manipulating graphs,
inputting equations, and testing various forms, enabling them to visualize the
results of their ideas in real time. The structure of open-ended challenges provides
space for students to think independently, make creative decisions, and approach
challenges from different perspectives. By incorporating open-ended challenges
at this level, the packet moves beyond rote procedures and fosters creativity,
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allowing learners to construct their own solutions, reflect on their choices, and
collaborate meaningfully with peers.
Figure 10. Sample Screenshot for Open-Ended Problem
Second, the learning packet also includes problem-posing challenges in the
Modification activity (Level 2). In this stage, students are required to modify key
elements of the problem such as the function, condition, or parameters and then
solve the new version they created. This process develops their ability to think
flexibly, understand problem structure, and engage more deeply with mathematical
concepts through purposeful modification and creative reasoning. An example of
such problem is presented in Figure 11.
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Figure 11. Sample Screenshot for Problem-Posing
Lastly, the learning packet also incorporates interest-based challenges that
give students the freedom to choose problems aligned with their interests and
curiosities. These challenges are found in Level 1 (imitation) and Level 3 (creation).
Figure 12. Sample Screenshot for Interest-Based Problem Solving
Figure 12 shows the sample screenshot for Interest-Based Problem Solving
in Level 1. Here, students are given five different continuity problems and are
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instructed to select at least three to solve. This setup exemplifies interest-based
learning in the Imitation Level, as it allows students to choose problems that align
with their preferences, level of challenge, or curiosity. This choice encourages
engagement and promotes a sense of ownership in group-based problem solving.
Figure 13. Sample Screenshots for Interest-Based Problem Solving
Figure 13 shows a sample screenshot for Interest-Based Problem Solving
in Level 3. In this task particularly in task #2 under the Creation Level, students are
asked to design at least three different functions f(x) such that its limit as x→c
does not equal to f(c), with c being system-generated. Here, the simulation
includes a generate new problem feature. When students click this option, the
system randomly produces a new mathematical problem that they must solve.
Students may continue clicking to generate problems until they find one that aligns
with their personal interest or comfort level. It promotes creativity, deeper
understanding of limits, and meaningful engagement by encouraging students to
formulate and solve problems based on self-selected or interest-aligned input.
2.4.2 Use of Feedback Mechanisms
The learning packet integrates feedback mechanisms across all levels of
the simulation, not only to evaluate students’ responses to challenges but also to
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guide them throughout the learning process. Feedback is provided in real-time
through visual cues, prompts, and encouraging messages (e.g., “Good Job”),
helping students recognize errors, confirm correct reasoning, and reflect on their
thinking. This continuous and supportive feedback enhances understanding,
sustains motivation, and enables learners to make meaningful adjustments as they
progress through each level whether they are in the level of imitation, modification,
and creation of the mathematical tasks. Samples of feedback mechanisms are
presented in Figure 14, 15, and 16 respectively.
Figure 14. Sample Feedback on Incorrect Response
Figure 15. Sample Feedback on Correct Response
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Figure 16. Sample Constructive and Motivating Feedback
2.4.3 Use of Rewards System
The learning packet features a dual rewards system designed to enhance
motivation and reinforce positive learning behaviors. The first component is the
point system embedded within the simulation, where students earn points as they
complete tasks or respond correctly to the challenges. This real-time reinforcement
keeps students engaged and encourages consistent effort. The second
component involves the awarding of digital badges at the end of each lesson,
based on a consolidated assessment of students’ creativity and collaboration.
These badges serve as recognition for group efforts, promoting not only academic
achievement but also key 21st-century skills. Together, these reward features
support a motivating, achievement-oriented learning environment. Samples
screenshots of rewards introduced in the study through badges and point system
are shown in Figure 17 and Figure 18 below.
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Figure 17. Sample Reward through Point System
Figure 18. Sample Reward through Badges
2.5 Integration of Aesthetics
Aesthetics are purposefully integrated into both the digital gamified
simulations and the printed learning packet to create an engaging, organized, and
learner-friendly experience. In the digital simulations, clean layouts, consistent
color schemes, intuitive icons, and responsive visual elements such as dynamic
graphs enhance user interaction and maintain student focus. Meanwhile, the
printed learning packet features clear formatting, well-structured activities, and
visually balanced page designs to support easy navigation and understanding.
Together, these aesthetic elements help reduce cognitive overload, stimulate
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interest, and foster a positive emotional and cognitive learning environment that
supports deeper engagement with mathematical content.
3. Experts’ Evaluation of the Developed Gamified Simulation Learning
Packets
Table 9: Experts’ Evaluation in Terms of Content
Factor 1: Content Mean Qualitative
Score Interpretation
1. Content is suitable to the student’s level of 4.00 Very Satisfactory
development
2. Material contributes to the achievement of specific 4.00 Very Satisfactory
objectives of the subject area and grade/year level for
which it is intended.
3. Material provides for the development of higher 4.00 Very Satisfactory
cognitive skills such as critical thinking, creativity,
learning by doing, inquiry, problem solving, etc.
4. Material is free of ideological, cultural, religious, 4.00 Very Satisfactory
racial, and gender biases and prejudices.
5. Material enhances the development of desirable 4.00 Very Satisfactory
values and traits.
6. Material has the potential to arouse interest of target 4.00 Very Satisfactory
reader.
7. Adequate warning/cautionary notes are provided in 3.00 Satisfactory
topics and activities where safety and health are of
concern.
Total Points 27.00 Passed
Legend: Mean score 1.00-1.75 = Not Satisfactory (NS), 1.76-2.50 = Poor (P), 2.51-3.25 = Satisfactory (S), 3.26-4.00 = Very
Satisfactory (VS). Total Points ≥ 21 (Passed)
Source: DepEd LRMDS (2009). Guidelines and Processes for LRMDS Assessment & Evaluation. Accessed from
[Link]
Table 9 presents the experts’ evaluation of the developed gamified
simulation learning packet in terms of content. Six out of seven indicators received
a mean score of 4.00, indicating a very satisfactory rating in terms of content
appropriateness across multiple dimensions. The item labeled as “Adequate
warning/cautionary notes are provided in topics and activities where safety and
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health are of concern” received a slightly lower mean score of 3.00, with a
satisfactory rating, primarily due to its limited applicability to the nature of the
material. Besides, all standard deviations were 0.00, indicating a high level of
agreement among evaluators for each item in general. The high scores in most
areas reflect that the content is considered developmentally appropriate, aligned
with the learning objectives, and effective in promoting higher-order thinking skills
including creativity and problem solving. Additionally, the material is recognized as
free from bias, supportive of value formation such as collaboration, and engaging
for learners. Although the safety-related item scored slightly lower, the total points
equivalent to 27.00 out of 28 (96.43%) still falls well within the “Passed” range,
signifying that the gamified simulation learning packet is highly acceptable in terms
of content factor. These quantitative findings are further supported by the
qualitative feedback gathered from expert evaluators as shown below.
“The content of the material is suitable for senior high school
students where it is intentionally designed for. The activities are enough to
challenge students’ understanding but not very difficult.” (E1)
“All activities in the gamified simulation learning packet aligns with
the learning competencies for Basic Calculus especially on Limits and
Continuity. I also observed that one activity allows students to create a real-
life problem related to the topic and solve it which also align with the
performance standards of the subject.” (E2)
“The gamified simulation learning packet offers a great potential to
enhance students’ creativity and collaboration through the series of varied,
interactive, and exploratory activities.” (E3)
One of the key factors in designing instructional materials is the quality of
the content according to Vergara (as cited in Baraquia, 2022). According to Olipas
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(2022), content must be relevant to help learners effectively acquire knowledge
and develop new skills. Without appropriate and reliable content, meaningful
learning cannot take place. This importance of content is reflected in the feedback
of the evaluators, who stated that the learning packet is suitable for senior high
school students, the group it was specifically designed for. The activities included
are enough to challenge the students' understanding but are not too difficult.
Vergara also pointed out that content need to be aligned with the required
learning competencies. It should be clear, understandable, and connected to the
learners’ real-life experiences. This idea is supported by the expert’s feedback,
where it was noted that the activities were aligned with the competencies in Basic
Calculus, especially on limits and continuity. The inclusion of tasks that involve
solving real-life problems helps students see the value of what they are learning,
making it more relevant and engaging.
Troop et al. (2020) also emphasized that effective learning happens when
there is meaningful interaction between the learner and the content. In the case of
the developed gamified simulation learning packet, this interaction is promoted
through varied, interactive, and exploratory activities. These types of activities
have strong potential to enhance students' creativity and collaboration as reflected
from the evaluators’ feedback. When students actively engage with the content,
learning becomes more effective and meaningful in this case.
Overall, the consistency between the expert feedback and quantitative
findings validate the strength of the learning packet in terms of the content factor.
The learning packet is not only aligned with the curriculum and developmentally
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appropriate, but it also effectively integrates features that promote inquiry,
creativity, and collaboration. The high ratings achieved in this factor indicate that
the material is suitable for enhancing students’ understanding of limits and
continuity.
Table 10: Experts’ Evaluation in Terms of Format
Factor 2: Format Mean Qualitative
Score Interpretation
1. Prints
1.1 Size of letters is appropriate to the intended user. 4.00 Very Satisfactory
1.2 Spaces between letters and words facilitate 4.00 Very Satisfactory
reading.
1.3 Font is easy to read. 4.00 Very Satisfactory
1.4 Printing is of good quality (i.e., no broken letters, 4.00 Very Satisfactory
even density, correct alignment, properly placed
screen registration).
2. Illustrations
2.1 Simple and easily recognizable. 4.00 Very Satisfactory
2.2 Clarify and supplement the text. 4.00 Very Satisfactory
2.3 Properly labelled or captioned (if applicable). 4.00 Very Satisfactory
2.4 Realistic / appropriate colors. 4.00 Very Satisfactory
2.5 Attractive and appealing. 4.00 Very Satisfactory
2.6 Culturally relevant. 4.00 Very Satisfactory
3. Design and Layout
3.1 Attractive and pleasing to look at. 4.00 Very Satisfactory
3.2 Simple (i.e., does not distract the attention of the 4.00 Very Satisfactory
reader).
3.3 Adequate illustration in relation to text. 4.00 Very Satisfactory
3.4 Harmonious blending of elements (e.g., illustrations 4.00 Very Satisfactory
and text).
4. Paper and Binding
4.1 Paper used contributes to easy reading. 4.00 Very Satisfactory
4.2 Durable binding to withstand frequent use. 4.00 Very Satisfactory
5. Size and Weight of Resource
5.1 Easy to handle. 3.25 Satisfactory
5.2 Relatively light. 2.75 Satisfactory
Total Points 70.00 Passed
Legend: Mean score 1.00-1.75 = Not Satisfactory (NS), 1.76-2.50 = Poor (P), 2.51-3.25 = Satisfactory (S), 3.26-4.00 = Very
Satisfactory (VS). Total Points ≥ 54 (Passed)
Source: DepEd LRMDS (2009). Guidelines and Processes for LRMDS Assessment & Evaluation. Accessed from
[Link]
Table 10 presents the experts’ evaluation of the developed gamified
simulation learning packet in terms of format. All indicators under the categories of
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prints, illustrations, design and layout, and paper and binding received a mean
score of 4.00, with a standard deviation of 0.00, indicating strong agreement
among experts that the material is visually clear, well-organized, culturally
appropriate, and professionally formatted. These results reflect the overall quality
and usability of the learning packet’s design.
However, under Size and Weight of the Resource, lower scores were
recorded. "Easy to handle" received a mean of 3.25 (Satisfactory), while
"Relatively light" was rated 2.75 (Satisfactory) which was the lowest in the entire
table. These results were attributed to the greater number of pages in the learning
packet. This was an intentional design choice by the researcher to ensure that
users are thoroughly guided in navigating and using the material. Nevertheless,
this concern is not considered major, as one practical recommendation is to print
the learning packet per topic instead of as a single volume, making it lighter and
easier to carry.
Overall, the learning packet obtained a total score of 70.00 out of 72 points
(97.22%) with a standard deviation of 0.06, which is well above the passing
threshold of 54 points. This indicates that the material has passed the evaluation
in terms of format, with only minor concerns in the weight and handling category.
Moreover, these quantitative findings are further supported by the qualitative
feedback gathered from expert evaluators as shown below.
"The font style and font size used are suitable for the learners and
facilitates easy reading.” (E1)
“Although there is textual feedback provided by the simulation in
evaluating students’ response as correct or incorrect, students can simply
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look at the type of icon that appears. If it is a smiley-face icon, this shows
that students are able to provide a correct response to the problem,
otherwise if it is a sad icon, this shows that the response is incorrect.” (E2)
"Functions are visually represented by their graphs which guide the
learners in answering challenges. For example, when students are task to
determine what type of discontinuity is illustrated with the given function,
students can simply look at the behavior of the graph of the function which
is provided in the first place to guide them in answering the problem.” (E4)
Another critical factor in the design of instructional materials is the format.
In line with this, Scales (2011) noted that the format of any document can
significantly enhance the speed at which students comprehend the instructional
material, or conversely, it can hinder their understanding. Format includes the
choice of proper fonts and case which is a crucial task specially when dealing with
individuals who may have reading difficulties. According to Khalid et al. (as cited
in Yongco & Del Valle, 2022), high-quality printing, along with the thoughtful use
of font style and case, plays a key role in promoting effective learning. These visual
elements provide clarity and help prevent misreading or missing critical
information. This aligns with the feedback provided by experts on the gamified
simulation learning packet, which emphasized that the choice of font style and font
size were not only suitable for the learners but also made the content easier to
read. The clear and readable text contributed to a visually comfortable experience
for the students, ensuring that the learning material remained accessible and
engaging throughout the activity.
Ensuring a strong connection between written content and visual features
in a learning packet is an essential aspect of format design in instructional
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materials. According to Dania (as cited in Yongco & Del Valle, 2022), learning
becomes more enjoyable and meaningful when graphs, images, and graphics are
included. Texts are more effective when placed alongside visual elements that help
explain the message more clearly. In fact, students respond more quickly to
objects rather than reading textual information (Yongco & Del Valle, 2022). This
idea is reflected in the evaluators feedback, where visual cues support the
feedback given to students. For instance, although the simulation provides written
feedback when evaluating students’ answers, students can also rely on the icons
that appear. A smiley-face icon indicates a correct answer, while a sad-face icon
shows that the response is incorrect. These visual cues help learners quickly
understand how well they are doing.
The used of visuals is also aligned with Vergara’s perspective (as cited in
Baraquia, 2022), which emphasized the importance of illustrative pictures in
helping students grasp abstract concepts more easily. Evaluators highlighted that
the inclusion of graphs in the learning packet further supports problem-solving. For
instance, when students are asked to determine the type of discontinuity in a
function, the graph's behavior serves as a visual guide to help them arrive at the
correct answer. Incorporating such visual elements not only enhances clarity but
also makes the learning experience more interactive and accessible for students.
Meanwhile, some experts noted that the learning packet was a bit bulky and
less convenient to carry. This is mainly due to the detailed step-by-step guide
included to help users understand how to use the material effectively. This detailed
approach caused the number of pages to increase during the development
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process. However, this can be easily addressed by dividing the material into
smaller packets per topic, making it lighter and easier to handle. In general, this is
not a major issue and does not affect the usefulness or clarity of the learning
packet.
Overall, the alignment between expert feedback and quantitative results
highlights that the learning packet performed well in terms of format, contributing
meaningfully to its overall effectiveness. The clear fonts, appropriate text sizes,
strategic color use, and integration of icons and visuals not only improved visual
appeal but also facilitated smoother navigation and better understanding of
content. This indicates that the format was not just supportive but instrumental in
promoting student engagement and learning. The results imply that a well-
designed format in the case of the developed learning packet enhances cognitive
processing by reducing distractions and helping learners focus on essential
concepts. This proves that format is a key factor in the success of instructional
materials, not just an aesthetic consideration.
Table 11: Experts’ Evaluation in Terms of Presentation and Organization
Factor 3: Presentation and Organization Mean Qualitative
Score Interpretation
1. The presentation is engaging, interesting, and 4.00 Very Satisfactory
understandable.
2. There is a logical and smooth flow of ideas. 4.00 Very Satisfactory
3. Vocabulary level is adapted to target reader's 3.75 Very Satisfactory
likely experience and level of understanding.
4. The length of sentences is suited to the 4.00 Very Satisfactory
comprehension level of the target reader.
5. Sentences and paragraph structures are varied 4.00 Very Satisfactory
and interesting to the target reader.
Total Points 19.75 Passed
Legend: Mean score 1.00-1.75 = Not Satisfactory (NS), 1.76-2.50 = Poor (P), 2.51-3.25 = Satisfactory (S), 3.26-4.00 = Very Satisfactory (VS). Total Points ≥ 15 (Passed)
Source: DepEd LRMDS (2009). Guidelines and Processes for LRMDS Assessment & Evaluation. Accessed from [Link]
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Table 11 presents the experts’ evaluation of the developed gamified
simulation learning packet in terms of presentation and organization. Four out of
five indicators received a mean score of 4.00, with a standard deviation of 0.00,
indicating a high level of agreement that the material is engaging, logically
structured, and appropriate in both sentence structure and length for the target
learners. These scores suggest that the content is presented in a clear and
organized manner that promotes ease of comprehension and sustained interest.
One item labeled as “Vocabulary level is adapted to target reader’s likely
experience and level of understanding” received a slightly lower mean score of
3.75 with a standard deviation of 0.50, suggesting minor differences in expert
opinions. While the vocabulary was generally seen as appropriate, one expert
noted opportunities to further simplify or align certain terms with the target learners’
proficiency level.
Despite this, the total points obtained for this factor was 19.75 out of 20
points (98.75%), which exceeds the passing mark of 15, placing it in the “Passed”
category. This indicates that the learning packet is well-structured, highly readable,
and effectively designed to enhance student engagement and comprehension.
Moreover, these quantitative findings are further supported by the qualitative
feedback gathered from expert evaluators as shown below.
"The learning packet is well presented and easy to follow. Concepts
are also properly discussed through gamified simulation activities." (E1)
"The vocabulary is mostly suitable for senior high school students.
However, some words could be simplified for better understanding." (E3)
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The quality of the presentation and organization is another essential factor
in designing instructional materials. As Yongco and Del Valle (2022) emphasized,
effective data organization is crucial, with presentation playing a significant role in
meeting the needs of diverse learners. In this regard, the learning packet was
found to be well-presented and easy to follow, with concepts clearly conveyed
through gamified simulation activities. This suggests a logical sequencing of ideas
that promotes student engagement and understanding. Such an approach aligns
with Roman’s (2016) assertion that instructional materials should offer clear and
thorough discussions to effectively communicate key concepts.
However, while the vocabulary used was generally appropriate for senior
high school students, a few terms were identified as potentially complex. This
concern echoes Stahl’s perspective (as cited in Melaku & Kibru, 2020), which
highlights that increased word difficulty can hinder comprehension. To address this
issue, the researcher refined and simplified specific terms within the packet,
thereby improving both the accessibility and instructional quality of the material.
Overall, the alignment between expert feedback and quantitative results
highlights that the learning packet is effectively designed in terms of presentation
and organization. The high ratings across most indicators, along with the expert
comments, underscore the packet's ability to engage students, present ideas in a
logical sequence, and maintain accessibility. The slight adjustments made to
simplify vocabulary further enhance the packet’s usability, ensuring it is tailored to
the comprehension level of senior high school students. Consequently, the
learning packet not only meets the established standards but also demonstrates a
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well-rounded approach to fostering student engagement and comprehension in
mathematics education.
Table 12: Experts’ Evaluation in Terms of Accuracy and Up-to-datedness of Information
Factor 4: Accuracy and Up-to-datedness of Mean Qualitative
Information Score Interpretation
1. Conceptual errors. 4.00 Very Satisfactory
2. Factual errors. 4.00 Very Satisfactory
3. Grammatical errors. 4.00 Very Satisfactory
4. Computational errors. 4.00 Very Satisfactory
5. Obsolete information. 4.00 Very Satisfactory
6. Typographical and other minor errors (e.g., 4.00 Very Satisfactory
inappropriate or unclear illustrations, missing labels,
wrong captions, etc.).
Total Points 20.00 Passed
Legend: Mean score 1.00-1.75 = Not Satisfactory (NS), 1.76-2.50 = Poor (P), 2.51-3.25 = Satisfactory (S), 3.26-4.00 = Very
Satisfactory (VS). Total Points = 20 (Passed
Source: DepEd LRMDS (2009). Guidelines and Processes for LRMDS Assessment & Evaluation. Accessed from
[Link]
Table 12 presents the experts’ evaluation of the developed gamified
simulation learning packet in terms of accuracy and up-to-datedness of
information. All six indicators received a perfect mean score of 4.00 with a standard
deviation of 0.00, indicating a high level of agreement among experts regarding
the accuracy, relevance, and technical correctness of the material. Specifically, the
learning packet was found to be free from conceptual, factual, grammatical, and
computational errors, and contained no obsolete content or typographical issues.
These results affirm that the learning packet maintains a high standard of
academic and linguistic quality, with information that is both current and precise.
The total score of 20 out of 20 points (100%), confirms that the content is accurate,
current, and appropriate for instructional use, thereby meeting the required
standards under this criterion. Moreover, these quantitative findings are further
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supported by the qualitative feedback gathered from expert evaluators as shown
below.
"I can say that all concepts are correct and match the current senior
high school curriculum. There were no mistakes in the discussions and
exercises." (E2)
"The explanations are accurate and use innovative teaching
methods that is self-centered in nature. I appreciate that even the
illustrations and prompts are relevant." (E3)
"There are no outdated terms or misleading content. Everything is
timely and appropriate, especially with the shift towards gamified
simulation-based learning. This innovative approach maximizes the benefit
of technology which the current generation of learners are relatively
inclined. (E4)
Results of the evaluation revealed that in terms of accuracy and up-to-
datedness of information; the developed gamified simulation learning packet is
heavily compliant with this criterion. Evaluators affirmed that the content does not
only accurately reflects the current senior high school curriculum, but it was also
noted that all concepts were correct with no identified mistakes in the discussions
and exercises. This consistency is critical, as inaccuracies in educational materials
can greatly hinder student learning orientation, motivation, and performance in the
subject (Yongco & Del Valle, 2022).
The gamified simulation approach was also recognized for being timely,
innovative, and well-suited to the current generation of learners. Evaluators
praised the effective integration of technology, noting that it aligns with the
preferences and learning styles of today’s students, who are increasingly inclined
toward interactive and digital environments. This observation is consistent with
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Jayalaxmi (2016), who emphasized the importance of adopting interactive
teaching methods in response to the evolving educational landscape. As
multimedia technologies continue to shape classroom practices, the role of
education inevitably shifts to accommodate a technologically savvy generation of
learners. This highlights that the learning packet not only provides accurate and
updated content but also uses a modern teaching approach through its main
feature, which is the gamified simulation, making it relevant and suitable for today’s
educational needs.
Collectively, the feedback highlights that the developed gamified simulation
learning packet is not only accurate and up to date but also pedagogically sound,
technologically relevant, and responsive to contemporary trends in education.
Finally, given that the gamified simulation learning packet meets the criteria
for content, format, organization and presentation, as well as accuracy and up-to-
datedness of information, it can be implied that the material is instructionally sound
and ready for classroom implementation. Its alignment with current curriculum
standards, combined with its modern design and interactive features, positions it
as a valuable resource for enhancing student engagement, fostering meaningful
learning experiences, and addressing the evolving needs of 21st-century learners
in mathematics education.
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Table 13: Gamified Simulation Alignment and Quality Evaluation by Experts
Indicators Mean SD Qualitative
Interpretation
1. Simulation-Based Lesson Design
1.1 The simulation clearly visualizes mathematical concepts. 4.00 0.00 Highly Aligned
1.2 The simulation supports inquiry-based learning (students 3.50 0.58 Highly Aligned
ask, explore, reflect).
1.3 Real-life applications are integrated meaningfully into the 3.00 0.82 Moderately Aligned
simulation. 3.50 0.58 Highly Aligned
1.4 Students are allowed to manipulate variables, test
hypotheses, and make conclusions.
Overall 3.50 0.49 Highly Aligned
2. Gamification Elements
2.1 Challenges within the simulation are interactive and 4.00 0.00 Highly Aligned
engaging.
2.2 Challenges are open-ended, allowing multiple possible 4.00 0.00 Highly Aligned
solutions.
2.3 Students are encouraged to modify or pose their own 4.00 0.00 Highly Aligned
problems.
2.4 Problem choices reflect student interest or prior 4.00 0.00 Highly Aligned
experience
2.5 Feedback is timely and contextual within the simulation. 3.25 0.50 Moderately Aligned
2.6 Feedback promotes exploration and refinement of ideas. 4.00 0.00 Highly Aligned
2.7 Feedback fosters peer discussion and collaborative 4.00 0.00 Highly Aligned
learning.
2.8 Feedback is constructive and motivating within the 4.00 0.00 Highly Aligned
simulation.
2.9 Points, badges, or progression are used effectively. 3.50 0.58 Highly Aligned
2.10 Students are rewarded for manifesting creativity. 3.75 0.50 Highly Aligned
2.11 Rewards enhance motivation and group participation. 4.00 0.00 Highly Aligned
Overall 3.86 0.14 Highly Aligned
3. Support for Creativity
3.1 Students explore various solution paths to a problem 4.00 0.00 Highly Aligned
3.2 Tasks encourage divergent thinking (fluency, flexibility, 3.50 0.58 Highly Aligned
originality).
3.3 Students are invited to generate new ideas and 4.00 0.00 Highly Aligned
approaches.
Overall 3.83 0.19 Highly Aligned
4. Support for Collaboration
4.1 Students are encouraged to collaborate and work 4.00 0.00 Highly Aligned
together to solve problems.
4.2 The simulation includes group-based tasks or team 4.00 0.00 Highly Aligned
missions.
4.3 Collaboration leads to shared insights and improves 4.00 0.00 Highly Aligned
problem-solving outcomes.
Overall 4.00 0.00 Highly Aligned
5. Aesthetics and Engagement
5.1 Visual design is engaging and aids content 4.00 0.00 Highly Aligned
understanding.
5.2 Interface is immersive, motivating, and free of 3.50 0.58 Highly Aligned
distractions.
5.3 Aesthetic design enhances the overall learning 4.00 0.00 Highly Aligned
experience.
Overall 3.83 0.19 Highly Aligned
Overall Mean 3.81 0.20 Highly Aligned
Legend. Mean ranges for alignment level: 1.00–1.75 = Poorly Aligned, 1.76–2.50 = Partially Aligned, 2.51–3.25 =
Moderately Aligned, 3.26–4.00 = Highly Aligned
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Table 13 shows the experts’ evaluation of the alignment and quality of the
developed gamified simulation learning packet based on the proposed model for
improving students’ creativity and collaboration in mathematics education. The
results revealed an overall mean rating of 3.81 with a standard deviation of 0.20,
indicating that the material is highly aligned with the proposed model across all
indicators.
Particularly notable results were related to creativity and collaboration which
are the two major dependent variables of this study. Under the domain of “Support
for Creativity”, all indicators received high ratings, with perfect scores (M = 4.00)
for “Students explore various solution paths” and “Students are invited to generate
new ideas and approaches,” and a strong rating (M = 3.50) for “Tasks encourage
divergent thinking (fluency, flexibility, originality).” These results suggest that the
gamified simulation effectively fosters creative mathematical thinking by
encouraging original solutions, flexibility in approach, and student-led idea
generation.
Likewise, in terms of “Support for Collaboration”, all indicators achieved a
perfect mean score of 4.00, highlighting the simulation’s strong alignment with
collaborative learning goals. Experts affirmed that the simulation consistently
promotes teamwork, integrates group-based tasks, and facilitates shared problem-
solving experiences which are key aspects of collaborative engagement.
Moreover, these quantitative findings particularly for supporting creativity
and collaboration are further supported by the qualitative feedback gathered from
expert evaluators as shown below.
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"The gamified simulation activities are designed so that students
must communicate and build on each other's ideas. This is particularly
important for improving their collaborative skills." (E1)
"The gamified simulation offer various opportunities for students to
improve their creativity in math. For example, the inclusion of feedback
allowed students to go through process of verifying solution which could
lead them to provide unusual responses to problems. Another feature is the
visualization of concepts which could also be a source for promoting
creativity by making concepts more tangible.” (E4)
Overall, the alignment between expert feedback and quantitative findings
supports the appropriateness of the created gamified simulation within the context
of the proposed model. The high acceptability ratings across different indicators
suggest that the gamified simulation is not only instructionally sound but also
conceptually coherent with the goals of the model. This highlights its strong
potential as a practical teaching approach, allowing teachers to implement
strategies that promote students’ creativity and collaboration in mathematics.
Supporting this, Redhead and Saunders (2019) emphasized that when
thoughtfully designed, gamification techniques can enhance simulations in the
context of gamified simulations, transforming them into effective training tools that
improve learning outcomes, engagement, and motivation. In this context, the
developed gamified simulation aligns well with these principles, offering a
meaningful and engaging learning experience for both teachers and students.
4. Students’ Pretest and Posttest Scores on Creativity and Collaboration
4.1 Pretest and Posttest Scores on Creativity
To test the hypothesis that the pretest scores (M = 3.00, SD = 1.54) and
posttest scores on mathematical creativity (M = 42.74, SD = 6.69) were equal, a
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paired sample t-test was performed. Before conducting the analysis, two important
assumptions were tested based on Fein et al. (2022). First, an inspection of the
boxplot diagram (Appendix 20) revealed no presence of outliers in the data.
Second, the assumption of normally distributed difference scores was evaluated
using the Shapiro-Wilk test, which indicated that the difference scores were
approximately normally distributed (p = .848). With both assumptions met, the
paired sample t-test was deemed appropriate for the analysis.
Table 14. Descriptive Statistics and Paired Sample t-Test Results for Mathematical
Creativity
Test Mean SD t df p-value Cohen’s d
Pretest 3.00 1.54 -35.42 37 .000 5.74
Posttest 42.74 6.60
Table 14 presents the descriptive statistics and paired sample t-test results
for students’ mathematical creativity scores before and after the intervention. The
null hypothesis of equal mean scores was rejected, t(37) = -35.42, p < .001. The
posttest mean score was therefore statistically significantly higher than the pretest
mean. Cohen’s d was estimated at 5.75, indicating a large effect based on Cohen’s
(1992) guidelines. This suggests that the gamified simulation learning packet had
a substantial positive impact on students’ mathematical creativity.
Table 15. Pretest and Posttest Scores in Mathematical Creativity and Its Components
Creativity Components Pretest Posttest Maximum
Score
Mean SD Mean SD
Fluency 2.34 1.10 23.84 0.97 24.00
Flexibility 0.63 0.59 15.95 3.22 18.00
Originality 0.03 0.16 3.03 4.17 30.00
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Table 15 presents the pretest and posttest mean scores in mathematical
creativity and its three components: fluency, flexibility, and originality. In terms of
fluency, students showed a remarkable improvement, with the mean score rising
from 2.34 (SD = 1.10) in the pretest to 23.84 (SD = 0.97) in the posttest, nearly
reaching the maximum score of 24. Flexibility also demonstrated substantial
growth, increasing from a pretest mean of 0.63 (SD = 0.59) to a posttest mean of
15.95 (SD = 3.22), out of a maximum score of 18. However, the originality
component showed relatively limited improvement. While the mean score
increased from 0.03 (SD = 0.16) to 3.03 (SD = 4.17), it remained notably low
compared to its maximum possible score of 30. This suggests that while the
gamified simulation learning packet greatly enhanced students’ fluency and
flexibility, fostering originality may require more targeted strategies or extended
exposure to creativity-focused tasks.
The findings of the study revealed that, among the three components of
mathematical creativity, students showed the greatest improvements in fluency
and flexibility but demonstrated less progress in originality.
4.2 Pretest and Posttest Scores on Collaboration
To test the hypothesis that the pretest scores (M = 32.66, SD = 3.67) and
posttest scores on collaboration (M = 36.21, SD = 4.19) were equal, a paired
sample t-test was performed. Before conducting the analysis, two important
assumptions were tested. First, an inspection of the boxplot diagram (Appendix
21) revealed no presence of outliers in the data. Second, the assumption of
normally distributed difference scores was evaluated using the Shapiro-Wilk test,
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which indicated that the difference scores were approximately normally distributed
(p = .154). With both assumptions satisfied, the paired sample t-test was deemed
appropriate for the analysis.
Table 16. Descriptive Statistics and Paired Sample t-Test Results for Collaboration
Test Mean SD t df p-value Cohen’s d
Pretest 32.66 3.67 -4.46 37 .000 0.72
Posttest 36.21 4.19
Table 16 presents the descriptive statistics and paired sample t-test results
for students’ collaboration scores before and after the intervention. The null
hypothesis of equal mean scores was rejected, t(37) = -4.46, p < .001. The posttest
mean score was therefore statistically significantly higher than the pretest mean.
Cohen’s d was estimated at 0.72, indicating a medium effect based on Cohen’s
(1992) guidelines. This suggests that the gamified simulation learning packet had
a meaningful positive impact on students’ collaboration skills.
5. Students’ Feedback on the Use of the Developed Gamified Simulation
Learning Packets
This section presents the qualitative findings based on students’ feedback
regarding their experience with the developed gamified simulation learning
packets. The analysis of their responses provides insights into how the intervention
supported their learning, particularly in terms of creativity and collaboration, as well
as their general perceptions of the learning experience. The feedback is
categorized into two major themes: (1) Feedback related to creativity and
collaboration, which directly connects to the intended learning outcomes, and (2)
General perceptions of the learning packet, which highlight students’ overall
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impressions, motivation, and engagement with the gamified simulation
environment.
5.1 Feedback Related to Mathematical Creativity and Collaboration
This section presents the qualitative feedback from students regarding how
the developed gamified simulation learning packets supported the development of
their mathematical creativity and collaboration skills. The findings are organized
into two sub-sections: (1) Feedback related to mathematical creativity, and (2)
Feedback related to collaboration, each supported by illustrative student
responses and integrated with the corresponding quantitative results.
5.1.1 Feedback Related to Mathematical Creativity
Table 17. Joint Display Integrating Quantitative and Qualitative Results on Creativity
Quantitative Qualitative Follow-Up How Qualitative Findings
Results Interviews Explaining Helped to Explain
Quantitative Results Quantitative Results
Pretest Mean = “It helped sharpen my mind… The significant increase in
3.00 (SD = 1.54) [I was] encouraged to try my creativity scores is supported by
Posttest Mean = best to come up with different students’ experiences of being
42.74 (SD = 6.69) and varied correct mentally stimulated and
t(37) = -35.42, p < responses.” (S1) motivated to generate original
.001 and varied solutions.
Cohen’s d = 5.75 “I got to practice making The ability to create and solve
(large effect) applicable problems and their own problems gave
solving them myself… It’s students ownership of learning
really satisfying.” (S3) and reinforced their creative
thinking skills.
“The challenges help improve Open-ended tasks prompted
our critical and creative students to move beyond routine
thinking… functions can be thinking and explore diverse
quadratic, cubic, or other mathematical representations.
forms.” (S9)
“Others share ideas to correct Collaborative brainstorming
mistakes… we’re able to contributed to the generation and
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come up with different refinement of multiple creative
answers.” (S9) solutions.
“… we don't feel pressured… A low-pressure, exploratory
[we] can use trial and error… environment encouraged
until we find different experimentation, which is
answers.” (S8) essential for fostering creativity.
Originality “It’s difficult to come up with a Original thinking remained a
Pretest Mean = new solution, Sir, because our challenge for most students.
0.03 (SD = 0.16) knowledge is limited to what While the simulation fostered
Posttest Mean = has been taught to us.” (S9) basic creativity, deeper
3.03 (SD = 4.17) “It’s really difficult, Sir… we conceptual understanding,
Low score probably need more time to extended time, and explicit
compared to be able to do that.” (S3) scaffolding appear necessary to
maximum of 30 “Creating a truly unique help students develop truly
solution is more challenging… unique mathematical solutions.
we really need a deeper
understanding of the topic.”
(S2)
Table 17 shows the joint display integrating quantitative and qualitative
results on creativity and its originality component. The significant increase in
students’ mathematical creativity scores following their exposure to the gamified
simulation learning packet can be attributed to several interrelated factors
embedded in the design of the learning experience. First, the interactive and
gamified nature of the simulations mentally stimulated students and motivated
them to go beyond routine responses, encouraging the generation of original and
varied solutions. This aligns with Bird’s (2024) assertion that the strategic
integration of gamification and simulation creates a motivating environment that
fosters skill development by presenting challenges, encouraging enjoyment, and
providing targeted feedback. Similarly, Brom (2019) noted that gamified
simulations are perceived as more engaging and accessible than traditional
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methods, a feature that likely sustained students’ perseverance in solving complex
mathematical tasks creatively.
One critical contributor to creativity development was the opportunity for
problem posing. By allowing students to formulate and solve their own
mathematical problems, the learning packet gave them a sense of ownership over
the process, promoting fluency, flexibility, and novelty in their thinking. This is
supported by Bicer (2021) and Wulandari et al. (2024), who emphasized that
problem posing fosters various aspects of creativity by enabling learners to
generate diverse, original, and non-standard problems. Stolaki and Economides
(2018) also highlighted that creativity is stimulated when learners engage in
collaborative problem-solving and question generation, both of which were key
components of the activity design.
The open-ended nature of the tasks was another essential feature. These
challenges lacked predetermined solutions, thus encouraging students to explore
multiple pathways and develop their own strategies. This design element
resonates with Nilimaa (2023), who argued that open-ended tasks foster creative
risk-taking and flexibility in thinking. Additionally, Rachmawati et al. (2023) found
that integrating open-ended challenges into simulations significantly enhances
students’ creative thinking abilities across disciplines.
Collaboration further enriched the creative process. Students were
encouraged to share perspectives, offer suggestions, and refine one another’s
ideas, leading to more diverse and meaningful solutions. Nob et al. (2024)
supported this by noting that collaborative learning especially when paired with
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effective feedback mechanisms promotes cycles of idea generation and validation,
which are vital for developing novel solutions in mathematics.
Finally, the non-threatening learning environment established through
gamified simulation played a crucial role. Students felt free to experiment, make
mistakes, and try again, which are essential conditions for fostering creativity. This
observation is in line with Veith and Bitzenbauer (2022), who emphasized that low-
pressure environments support risk-taking and creative exploration by reducing
fear of failure.
Together, these features mental stimulation through gamification, problem
posing, open-ended exploration, collaboration, and a supportive environment
synergistically contributed to the substantial gains in students’ mathematical
creativity.
While the results were very remarkable on the benefits of gamified
simulation learning packet and is also consistent with the earlier findings of
Andrade and Pasia (2020), it is also important to note that these results could also
be attributed to the nature of learners in the study as they belong to the STEM
strand. According to Preca et al. (2023), STEM students tend to exhibit higher
levels of creativity compared to students in other fields. Creativity in STEM
disciplines often manifests as the ability to generate solutions and insights that are
both novel and useful. This suggests that the gamified simulation learning packet
may have been particularly successful in enhancing students’ creativity because
the learners were already naturally inclined toward creative thinking. In line with
this, the researcher recommends that future studies may explore the use of the
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gamified simulation learning packet with non-STEM students to determine whether
similar improvements in mathematical creativity can be observed. Such
investigations would provide deeper insight into the broader applicability and
effectiveness of gamified simulation as an instructional strategy across diverse
learner profiles.
Furthermore, despite the overall improvement in students' mathematical
creativity, the component of originality remained the most challenging. Quantitative
results showed only a modest gain from a pretest mean of 0.03 (SD = 0.16) to a
posttest mean of 3.03 (SD = 4.17), which is still significantly low compared to the
maximum possible score of 30. This finding suggests that while the gamified
simulation learning packet effectively enhanced students’ fluency and flexibility, it
was less successful in cultivating the ability to generate truly unique or rare
solutions. Qualitative feedback supports this limitation. Students shared that their
capacity for original thinking was constrained by the boundaries of their prior
knowledge and understanding of the topics covered. As Student 9 noted, “It’s
difficult to come up with a new solution, Sir, because our knowledge is limited to
what has been taught to us.” Similarly, Student 3 emphasized the need for more
time, saying, “It’s really difficult, Sir… we probably need more time to be able to do
that.” Student 2 also pointed out that creating original ideas required a deeper level
of conceptual understanding: “Creating a truly unique solution is more
challenging… we really need a deeper understanding of the topic.” These
reflections indicate that originality in mathematical problem solving may not
naturally emerge from short-term interventions alone. Rather, it may require more
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sustained exposure to creative thinking tasks, intentional scaffolding strategies,
and instructional designs that help students transcend procedural understanding.
Encouraging originality, therefore, calls for targeted support in both content
mastery and divergent thinking which are areas that future implementations of the
learning packet can strengthened. The findings are aligned with the earlier findings
of Narvaza and Manla (2024), who reported that while majority of students
demonstrated proficiency in fluency (58.55%) and flexibility (90.60%), fewer
exhibited proficiency in originality (24.79%) and elaboration (29.06%). Students
tend to follow step-by-step procedures to arrive at correct answers but typically
relied on familiar strategies for problem-solving (Andrade & Pasia, 2020).
Supporting this, literature indicates that generating numerous correct solutions is
typically the easiest task for students, while producing original solutions remains
the most challenging (Fortes & Andrade, 2019). Originality requires students to
present approaches that are distinct from those commonly used by their peers,
which makes it particularly difficult (Andrade & Pasia, 2020). In fact, if a solution is
replicated by more than 90% of the class, it is considered to lack originality, further
emphasizing the challenge of fostering truly unique problem-solving strategies.
As a practical recommendation, future research may be conducted to
determine the specific design features in gamified simulations that effectively
promote the originality component of mathematical creativity. In this way,
educators can intentionally design learning environments that better foster unique
and innovative problem-solving strategies among students.
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5.1.2 Feedback Related to Collaboration
Table 18. Joint Display of Quantitative and Qualitative Results on Collaboration
Quantitative Qualitative Follow-Up Interviews How Qualitative Findings
Results Explaining Quantitative Results Helped to Explain
Quantitative Results
Pretest Mean = “I usually prefer to work alone, but Role assignments fostered
32.66 (SD = in our group, different roles were equal participation and
3.67) assigned like leader, verifier, and accountability, reducing task
Posttest Mean secretary… collaboration monopolization and promoting
= 36.21 (SD = improved… everyone learned collaborative engagement.
4.19) something.” (S9)
t(37) = -4.46, p “We were really competing within Healthy competition among
< .001 our group to see who could find the group members increased
Cohen’s d = answer first.” (S5) engagement and motivation to
0.72 (medium participate actively.
effect) “The three of us really helped each Peer support within the group
other… the activities weren’t too enhanced comprehension and
difficult because we had someone made collaborative tasks more
to share ideas with.” (S7) enjoyable.
“Before the review activity, we ask Collaborative discussions
each other… By sharing our during review sessions
understanding, we improve and reinforced understanding and
speed up our comprehension.” (S8) improved learning efficiency.
Table 18 presents the joint display of quantitative and qualitative results on
collaboration. The quantitative findings indicate a statistically significant
improvement in students’ collaboration skills after being exposed to the gamified
simulation learning packet. The pretest mean score of 32.66 (SD = 3.67) rose to a
posttest mean of 36.21 (SD = 4.19), with a t(37) = -4.46, p < .001. The calculated
Cohen’s d of 0.72 suggests a medium effect size, indicating that the intervention
had a meaningful impact on enhancing collaborative behavior. This improvement
is further illuminated by students’ qualitative feedback, which sheds light on the
specific features of the learning packet that contributed to these gains.
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A key strategy that promoted collaboration was the assignment of specific
group roles such as leader, verifier, and secretary. As Student 9 shared, “I usually
prefer to work alone, but in our group, different roles were assigned… collaboration
improved… everyone learned something.” This structured division of labor
minimized task monopolization and ensured equitable participation, allowing each
member to feel accountable and engaged in the group work. Additionally, the
gamified structure of the simulation introduced elements of friendly competition.
Student 5 noted, “We were really competing within our group to see who could find
the answer first,” suggesting that the challenge-based tasks increased student
motivation and active involvement.
Another essential factor was the peer support system naturally fostered
within the collaborative setting. Student 7 remarked, “The three of us really helped
each other… the activities weren’t too difficult because we had someone to share
ideas with.” This highlights how mutual assistance reduced cognitive load and
enhanced engagement by making problem-solving more accessible and
enjoyable. The value of collaborative learning was also evident during review
activities. Student 8 explained, “Before the review activity, we ask each other… by
sharing our understanding, we improve and speed up our comprehension.” These
collaborative dynamics created a supportive environment where stronger students
assisted their peers, consistent with Kickmeier-Rust and Niggli’s (2023)
observation that peer-to-peer support enhances the learning experience.
Furthermore, the learning environment fostered beneficial collaborative behaviors
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such as questioning and helping others which hare behaviors linked to increased
engagement and learning, as highlighted by Knutas et al. (2019).
Beyond skill development, this collaboration also nurtured a sense of
community among learners. As noted by Salansan et al. (n.d.), such a sense of
belonging enhances understanding of mathematical concepts through shared
inquiry and support. Corpuz-Sanchez and Pasia (n.d.) also emphasize that group-
based learning encourages students to feel more confident and engaged, as they
combine their knowledge to complete tasks together which is an effect that was
echoed in students’ reflections throughout the study.
Taken together, the evidence from both quantitative outcomes and student
reflections indicates that the features of the gamified simulation learning packet
particularly those that supported structured group roles, interactive engagement,
and peer collaboration may have contributed to the observed improvement in
students’ collaborative behavior. While other factors may have also played a role,
the design and implementation of the learning packet appear to have provided a
learning environment conducive to active and meaningful collaboration.
5.2. General Perceptions of the Learning Packet.
Thematic analysis of students’ feedback on the overall use of the developed
gamified simulation learning packets revealed two main themes that reflect their
general perceptions of the intervention such as (1) Essential Benefits and (2)
Challenges Encountered.
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Main Theme 1: Essential Benefits
Under the theme of Essential Benefits, five subthemes emerged: (a)
enhancement of conceptual understanding, (b) increased engagement and
enjoyment in the learning process, (c) improved motivation facilitated by the
rewards system, (d) diverse advantages provided by feedback mechanisms, and
(e) the incorporation of a game-like learning environment.
Subtheme 1.1: Enhancement of Conceptual Understanding
One of the prominent themes that emerged from the students’ feedback
was the enhancement of their conceptual understanding of mathematical topics,
particularly on the concepts of limits and discontinuity. Students consistently
reported that the integration of gamified simulations allowed them to engage more
deeply with these abstract concepts, resulting in more meaningful learning
experiences.
Several participants reflected on how the hands-on and interactive nature
of the gamified simulation learning packet helped them clarify challenging
mathematical ideas. Student 5 remarked:
“Ang pagdescribe nako sa experience Sir kay I’ve learned a lot Sir in
terms of limits kay mas naexplore man gud namo siya og mas naklaro ang
concepts pinaagi sa mga hands-on activities sa computer.” [“The way I
would describe the experience, Sir, is that I’ve learned a lot in terms of limits
because we were able to explore it more and the concepts became clearer
through hands-on computer activities.”] (S5)
This statement illustrates how the simulation activities enabled students to
visualize and manipulate mathematical functions, which not only promotes
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exploration and experiment but also strengthened their grasp of the concept of
limits. Similarly, student 8 acknowledged a better understanding of discontinuity
despite the topic's inherent difficulty, especially due to its immediate feedback and
guided prompts:
“Nakagain gyud ko og knowledge sa discontinuity although lisod ni
siya nga concept. Makita namo ang result sa among mga desisyon og kung
sayup man, amo dayung macorrect. Dako pud og tabang ang mga prompts
nga manggawas kay guided me sa mga correct nga ideas” ["I really gained
knowledge about discontinuity, even though it's a difficult concept. We can
see the results of our decisions, and if they're wrong, we can correct them
immediately. The prompts that come out are also very helpful because they
guide us to the correct ideas."] (S8)
Beyond hands-on engagement students attributed much of their improved
understanding to the gamified features embedded within the simulation. The
inclusion of challenges, rewards, and immediate feedback mechanisms helped
sustain their attention and reinforce conceptual learning. Student 1 expressed how
the game-like aspects of the packet not only made learning more enjoyable but
also motivated them to persevere through difficult topics.
“Mas makatoon man gyud me mga estudyante basta naay dula kay
malingaw man me and makahatag pud siya og challenge.” [“We students
really learn better when there's a game because we enjoy it, and it also
provides a challenge.”] (S1)
Collectively, these responses highlight that the gamified simulation learning
packet played a crucial role in transforming abstract mathematical concepts into
more accessible and engaging experiences. The synergy of visual, interactive, and
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motivational elements allowed students to build a deeper and more connected
understanding on the concepts of limits and discontinuity.
According to Kholid et al. (2021), conceptual understanding is a key part of
effective mathematics learning because it helps students apply ideas logically and
think in a structured manner. It is also a foundational step to become
mathematically creative (Subanji & Nusantara, 2022). As Grégoire (2016) pointed
out, mathematical creativity is grounded in a solid foundation of expertise, which
includes a deep understanding of mathematical ideas. This means that before
students can think creatively or solve problems in new ways, they must first
understand the fundamental concepts.
In this study, the improvement of students’ conceptual understanding,
including their mathematical creativity in general, with the use of the gamified
simulation learning packet is also linked to an increase in their self-efficacy which
is their belief in their own ability to learn mathematics. As Nugroho et al. (2023)
explain, higher self-efficacy contributes to better understanding of mathematical
concepts and stronger creative thinking skills. Through repeated practice,
immediate feedback, and guided learning experiences offered by gamified
simulations, students became more confident in handling difficult topics. As a
result, they were more engaged and better able to understand and apply
mathematical concepts at a deeper level.
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Subtheme 1.2: Increased Engagement and Enjoyment in the Learning
Process
Another prominent theme that emerged from the students’ feedback was
the high level of engagement and enjoyment they experienced while using the
gamified simulation learning packet. Students consistently described the activities
as interactive, exciting, and a novel approach beyond the traditional structure
typically associated with mathematics instruction. The integration of game-based
elements, collaborative group tasks, and open-ended problem-solving fostered a
dynamic and stimulating learning environment.
Student 3 shared how gamification made the activities more enjoyable and
accessible:
“Mas naenjoy namo ang activities Sir labi na ang pagdula2x.” ["We
really enjoyed the activities, Sir, especially the games."] (S3)
Student 1 emphasized the enjoyment they found in the modification and
creation tasks, such as developing real-life problems and constructing functions
that meet a given limit condition:
“… didto pud ko mas nalingaw sa modification and creation activities
like maghimo gyud kog real-life problem. Kadto pung maghimo me og tulo
ka functions nga makasatisfy sa limit condition. Ang among gibuhat kay
gibase namo sa mga examples nga gihatag bitaw para makaanswer me
and we have fun man pud pagpangita og mga functions.” ["I also enjoyed
more on the modification and creation activities, like creating real-life
problems. Also, when we had to create three functions that satisfy the limit
condition. What we did was base our answers on the examples given, so
we could find the functions, and we had fun doing it."] (S1)
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Student 5 appreciated the novelty and engaging nature of the gamified
simulation approach, which helped sustain their interest and reduce pressure:
“You’ve taught us with a very unique way Sir like very engaging ang
imong pagtudlo sa amoa Sir and dili me mapressure and dili bitaw me
malaay Sir.” [“You taught us in a very unique way, Sir, and your teaching
was very engaging, and we didn’t feel pressured or bored at all.”] (S5)
Collaboration was another key driver of engagement. Students valued
working with peers, exchanging ideas, and jointly solving problems. As Student 7
shared:
“Malingaw bitaw ka kay syempre kaubana man gud and kaming tulo
nga magkauban kay magtinabanga gyud me mao tong magshare me sa
among mga opinion namo and among gicalculate pag ayo ang mga
problems nga gihatag sa amoa.” [“It was enjoyable because, of course, we
were working with our groupmates, and the three of us really helped each
other. That’s why we shared our opinions and carefully solved the problems
given to us.”] (S7)
Summarizing the overall sentiment, Student 8 described the experience as
both enjoyable and engaging:
“So far sa tibook weeks nga experience, akong maingon is lingaw
siya Sir at the same time engaging bitaw siya.” [“So far, from the entire
weeks of experience, I can say it was fun, Sir, and at the same time, it was
really engaging.”] (S8)
Collectively, these responses suggest that the gamified simulation learning
packet does well in terms of transforming mathematics instruction into an
engaging, interactive, and collaborative learning experience among students. The
combination of game-based elements, real-world application tasks, and peer
cooperation not only enhanced cognitive engagement but also fostered a positive
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emotional connection to learning mathematics. This method makes lessons more
interesting and creates a better learning environment for students.
These findings are aligned with Sharma’s (2025) assertion that gamified
simulations can boost student engagement by up to 60% achieved through
features such as interactive challenges, achievement-based rewards, immediate
feedback, immersive storytelling, and the promotion of teamwork and friendly
competition. Most of these features were embedded in the developed gamified
simulation learning packet, helping sustain student interest and motivation. As
Sharma further noted, the incorporation of gamification elements in simulated
environments enhances both interaction and fun learning experience which were
clearly reflected in the students’ feedback throughout the implementation of the
learning packet.
Subtheme 1.3: Improved Motivation Facilitated by the Rewards System
The reward system embedded in the gamified simulation learning packet
positively enhanced students’ motivation to complete activities and persist in
solving challenging problems. Earning points, a key game element, served as
positive reinforcement, encouraging both individual effort and group collaboration.
Student 5 shared that the desire to earn high scores pushed them to give
their best effort in every task:
“… among ginabuhat Sir nga buhaton among best para dako nga
points among makuha sa group. Ang tanan problem nga gihatag sa amoa
Sir, among gitarung pag answer para dako nga points ang among makuha.”
["What we do, Sir, is to do our best so that we can earn a lot of points for
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our group. We make sure to answer all the problems given to us correctly
so that we can get high points."] (S5)
Student 1 expressed how the immediate reward of gaining points upon
providing correct answers contributed to a sense of accomplishment and increased
persistence, even under time pressure:
“Everytime bitaw nga makaprovide me og sakto nga answer Sir,
makagain meg points. Rewarding kaayo siya sa feeling. Siyempre kung naa
tay reward nga madawat, malipay man gyud ta. Everytime nga makapoints
me mas maencourage me og samot nga mag answer pa bahalag gamay
na ang time.” ["Every time we provide the correct answer, Sir, we gain
points. It feels very rewarding. Of course, when we receive a reward, we
feel happy. Every time we earn points, we become more encouraged to
keep answering, even if there's little time left."] (S1)
Similarly, Student 7 emphasized that the point system increased their
willingness to face difficult problems, driven by the motivation to earn more points:
“Ang points Sir makamotivate gyud siya sa amoa mag answer. Kay
gusto man me og dako nga points, bisan unsa kalisod ang problem, amo
gyud anseran.” ["The points really motivate us to answer. Because we want
to get high points, no matter how difficult the problem is, we will really try to
answer it."] (S7)
These reflections highlight how the integration of rewards within the
gamified simulation learning packet greatly boosted students’ motivation, not only
by making the learning experience enjoyable but also by promoting sustained effort
and active participation. This aligns with Roolvink’s (2024) assertion that gamifying
simulations with reward elements improves user motivation and overall learning
experiences. In the context of the present study, rewards were not tangible or
extrinsically driven; instead, the system was intentionally designed to cultivate
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intrinsic motivation by recognizing student accomplishments through non-material
incentives like badges and cumulative points. This approach is particularly relevant
in mathematics education, where persistence and engagement are critical.
Subtheme 1.4: Diverse Advantages Provided by Feedback Mechanisms
The feedback mechanisms embedded in the gamified simulation learning
packet served multiple, essential functions that greatly supported students’
mathematical learning. These mechanisms not only guided learners toward the
correct answers but also cultivated a classroom culture where making mistakes
was viewed as a natural and welcomed part of the learning process. Students
regarded feedback as constructive, encouraging, and crucial in building their
confidence, perseverance, and willingness to engage in mathematical tasks.
Students highlighted how feedback helped them pinpoint and correct their
mistakes through meaningful prompts. Student 9 noted:
“Ang feedback Sir makatabang siya para mahibal an asa dapit ang
among wrong og tagaan kag hint kung unsay buhaton para macorrect ang
imong response.” [“The feedback, Sir, helps us understand where we went
wrong and gives us hints on what to do to correct our response.”] (S9)
More than just correcting errors, the feedback system fostered a safe space
where students could explore freely without fear of failure. Student 8 shared how
the system encouraged a trial-and-error approach:
“… dili bitaw me mapressure kay ok ra masayup. Pwede me
makatrial and error og kadaghan hantod makakita me og lahi lahi nga
answers sa mga challenge.” [“… we don't feel pressured because it's okay
to make mistakes. We can use trial and error many times until we find
different answers to the challenges.”] (S8)
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This atmosphere of psychological safety empowered students to adopt a
growth mindset, allowing them to actively engage with mathematical concepts
while recognizing that errors are integral to the learning journey.
In addition to providing guidance and safety, feedback was also seen as a
source of motivation, particularly in challenging situations. Students expressed
how positive reinforcement through visual cues, like emoticons and points, made
learning enjoyable and encouraged persistence. Student 7 claimed:
“Sa feedback bitaw Sir kay motivating siya labi na kung moappear
ang happy smiley. Maencourage me mo-answer pa para makadawat og
points og para mogawas balik ang happy smiley. Usahay gani Sir kay mag
awat me sa nawong sa smiley.” [“The feedback is really motivating,
especially when the happy smiley appears. It encourages us to answer
more to earn points and see the happy smiley again. Sometimes, we even
imitate the smiley.”] (S7)
These reflections underscore the multifaceted role of feedback within a
gamified learning environment, as supported by existing literature (Pirker & Gütl,
2015; Cruz & Palaoag, 2019; Dos Santos et al., 2022; Deabanico & Caballes,
2023; Merle, 2024; Nob et al., 2024). In the context of the gamified simulation in
the study, feedback serves not only as a corrective mechanism but also as a
contextual learning aid that guides students through the various stages of the
learning process (Lukáč & Sekerák, 2015). It is particularly vital for less confident
learners, offering necessary scaffolding to help them persist rather than disengage,
especially when they encounter difficulties (Dos Santos et al., 2022). Moreover,
feedback fosters collaboration by encouraging open communication within student
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groups, enabling them to jointly identify mistakes, exchange ideas, and refine their
problem-solving approaches (Nob et al., 2024). Ultimately, feedback within
gamified simulation learning does more than inform but it also transforms the
learning experience by supporting cognitive development, emotional resilience,
and collaborative growth.
Subtheme 1.5: Incorporation of a Game-Like Learning Environment
One surprising theme that emerged from the analysis of students' feedback
is that although the intervention only included gamification elements in the
simulation, students perceived the entire experience as very game-like. This theme
highlights how the structure, progression mechanics, and interactive features of
the learning packet resembled an actual game, transforming what was meant to
be a teaching tool into something students experienced as play. This unexpected
shift in perception led students to engage with the simulation not just as an
educational activity, but as a gaming environment.
Students shared that progressing through levels became a key motivator in
how they approached the task, reflecting how the simulation’s structure closely
mirrored that of games. Student 5 noted:
“Namotivate ko mag answer kay para makaproceed ko sa next level.”
[“I was motivated to answer so that I could proceed to the next level.”] (S5)
This reference to “levels” indicates that the progression design of the
simulation activities fostered a sense of advancement commonly found in games,
reinforcing the feeling that they were participating in a gaming experience.
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Additionally, students expressed that the activity immediately felt like a
game due to the nature of the tasks and interactions. Student 7 added:
“Ako ra gyung gihunahuna Sir nga ah kani dula ni, kaya nako ni kay
hilig man kog dula.” [“I just thought to myself, Sir, that this is a game, and I
can do it because I love games.”] (S7)
Even without a full game structure, the presence of familiar gaming
elements such as challenges, decision-making, and a sense of control was enough
to shift the students' mindset from academic work to playful exploration.
Similarly, students emphasized how the lesson, though mathematical and
potentially difficult, was made more enjoyable and accessible through its game-
like presentation. Student 1 commented:
“Nalingaw ko sa part nga gihimoan nimo og dula ang lesson sa limits
Sir. Ang math lingaw man siya for me pero sa others kay dili kaayo siya
lingaw kay libog bitaw pero pinaagi sa dula mahimo siya engaging.” [“I
enjoyed the part where you turned the lesson on limits into a game, Sir.
Math is fun for me, but for others, it's not very enjoyable because it's
confusing. However, through the game, it becomes engaging.”] (S1)
This quote illustrates how the gaming structure of the simulation helped
reduce the cognitive load of complex concepts by presenting them in a more
familiar, interactive, and enjoyable format.
These reflections indicate that although the intervention was not designed
to be a fully developed educational game, the smooth integration of gamification
into the simulation created a genuine game-like environment for students. The
mechanics and design elements effectively captured the cognitive and emotional
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aspects of gameplay, allowing students to perceive learning as a form of play. This
observation is consistent with Deterding et al. (2011), who noted that distinguishing
between gamified simulations and fully developed serious games can be
challenging due to their unclear boundaries. Similarly, Redhead & Saunders
(2019) highlighted that gamification and simulation are fundamental components
of both serious games and gamified simulations, making them similar in nature.
While a well-designed simulation game can be a powerful educational tool,
it often requires complex development and high implementation costs (Pirker &
Gütl, 2015). A gamified simulation can address these concerns provided that it
does not miss out the fun and engaging aspects, by simply adding high scores,
points, and badges without taking the design into account (Koster, 2013).
This suggests that although gamified simulation is still underexplored in the
context of mathematics education, researchers and educators might consider
developing and testing gamified simulation tools as a practical, engaging, and
scalable alternative to full educational games especially for teaching abstract or
challenging topics such as limits and functions to save cost and provide meaningful
learning experience for students in a new way.
Main Theme 2: Challenges Encountered
Conversely, the Challenges Encountered theme was characterized by a
single subtheme namely technical issues experienced during the implementation.
Subtheme 2.1: Technical Issues Experienced During the Implementation
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Another important theme that emerged from the students’ feedback was the
presence of technical issues during the implementation of gamified simulation.
Students emphasized the need for better computer hardware in schools to fully
benefit from the learning experience provided by the intervention. Common
technical problems included unresponsive keyboards and computers freezing
during use. These issues were reported as significant obstacles to learning. Two
students shared their experiences:
“Nagkaproblema me Sir sa among keyboard kay gahe kaayo
tuplokon og kung makusgan pud namo kay mo hang and computer. Sayang
ang among nasugdan kay need man namo ireset ang file.” ["We had a
problem, Sir, with our keyboard because it's very hard to press, and if we
press it too hard, the computer hangs. It's a waste of what we had started
because we needed to reset the file.”] (S2)
“Naay mga panahon Sir nga dili mo function among computer. Mo
hang siya. So maghulat nalang gyud me kanus a siya mogana pagbalik.
Tungod ani Sir kay naulahi na dayun me pag accomoplish sa task bitaw
Sir.”["There are times, Sir, when our computer does not function. It hangs.
So we just waited for it to work again. Because of this, Sir, we are delayed
in accomplishing the task, Sir."] (S8)
Because of these problems, students recommended upgrading the
available computer equipment to ensure a smoother and more effective
experience with the gamified simulation. One student suggested:
“Para sa akoa Sir if there would be a recommendation for the
improvement of the intervention is dapat unta tsada ang keyboard para dili
lisod tuplokon og nice nga mouse para dili lisod gamiton.” [“For me, Sir, if
there would be a recommendation for the improvement of the intervention,
it should be to have a good keyboard that is easy to press and a nice mouse
that is easy to use.”] (S5)
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The study’s findings show that students experienced similar technical
problems while navigating with the gamified simulation. These observations are
consistent with Johnson et al. (2016), who found that while teachers see the value
of educational technology, they often struggle to integrate it effectively into
classroom activities due to its associated barriers which include the lack of
appropriate equipment, the need to revise the curriculum, and the requirement to
learn how to use new tools.
These findings highlight the importance of having accessible, reliable, and
well-designed technologies to support meaningful learning, especially when using
gamified simulations. To overcome these challenges, schools should invest in
quality computer equipment. If these issues are not addressed, students may
become distracted or frustrated, which can negatively affect their academic
performance (Vázquez Cano et al., 2022). Therefore, interventions that require
educational technologies should be user-friendly and dependable to help students
focus more on understanding mathematical concepts.
Chapter 5
SUMMARY OF FINDINGS, CONCLUSIONS, AND RECOMMENDATIONS
This chapter presents the summary of findings, conclusion and
recommendation of the study based on the results of the analysis presented in
chapter 4.
Summary of findings
The current study aimed to design, develop, and evaluate gamified
simulation learning packets to enahance students’ creativity and collaboration in
mathematics education. Based on the results presented in the previous chapter,
the researcher come up with the following summary of findings.
First, the study revealed that for gamified simulation to promote students’
creativity and collaboration, its core components namely interactive simulation and
gamification must embody essential features. In terms of developing simulation-
based lessons (first step in the model), the simulations should enable students to
visualize and explore mathematical concepts dynamically, establish connections
to real-world applications, promote inquiry-based learning, and facilitate productive
collaborative interactions. In terms of gamification features (second step), it is
essential to embed elements such as challenges, feedback, and rewards.
Challenges should be open-ended, allows for problem posing, and satisfy
students’ interests and preferences. In terms of feedback mechanisms, they
should not just be limited for correcting students’ answers but are also motivating
and constructive. Meanwhile, rewards should promote intrinsic motivation so that
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students remain engaged not merely for external recognition, but for the inherent
satisfaction derived from the learning process. Finally, after incorporating these
features, designers could also include aesthetics (third step) to increased gamified
simulation appeal and enhanced students’ engagement.
Second, the study revealed that the developed gamified simulation learning
packet, as a practical application of the proposed model, has passed all the set
criteria by the Department of Education for printed instructional resources such as
content, presentation and organization, format, and accuracy and up to date
information. Additionally, the packets core feature which is the gamified simulation
showed high alignment with the proposed model for enhancing students’ creativity
and collaboration. These findings affirm the learning packet’s instructional
soundness and practical value for classroom use. Its alignment with current
curriculum standards, combined with its modern design and interactive features,
positions it as a valuable resource for enhancing students’ creativity and
collaboration in mathematics education.
Third, it was also found out that there is significant difference between the
pretest and posttest scores on both mathematical creativity and collaboration skills
among students after the intervention suggesting that the gamified simulation
learning packet may have been effective in promoting the said skills among
students. Furthermore, among the three components of mathematical creativity,
students showed the greatest improvements in fluency and flexibility but
demonstrated less progress in originality.
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Finally, the analysis of students’ feedback on the utilization of the developed
gamified simulation learning packets revealed two major areas: (1) Feedback
related to creativity and collaboration, which directly connects to the intended
learning outcomes, and (2) General perceptions of the learning packet, which can
be further categorized into two main themes: (1) Essential Benefits and (2)
Challenges Encountered. Under the theme of Essential Benefits, five subthemes
emerged: (a) enhancement of conceptual understanding, (b) increased
engagement and enjoyment in the learning process, (c) improved motivation
facilitated by the rewards system, (d) diverse advantages provided by feedback
mechanisms, and (e) the incorporation of a game-like learning environment.
Conversely, the Challenges Encountered theme was characterized by a single
subtheme: technical issues experienced during the implementation.
Conclusions
Based on the summary of findings shown above, the following conclusions
are presented.
First, the study concludes that the effectiveness of gamified simulation in
enhancing students’ creativity and collaboration depends on the careful
consideration and integration of specific design features. It is emphasized that
simulations should enable students to visualize and explore mathematical
concepts dynamically, establish connections to real-world applications, promote
inquiry-based learning, and facilitate productive collaborative interactions. In terms
of gamification features, it is essential to embed elements such as challenges
(should be open-ended, allows for problem posing, and satisfy students’ interests
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and preferences), feedback (not limited for correcting students answers but are
also motivating and constructive) and rewards (that promotes intrinsic motivation).
Designers could also include aesthetics to increased gamified simulation appeal
and enhanced students’ engagement. Without careful attention to these
interconnected elements, the potential of gamified simulations to support higher
order thinking and meaningful student interaction may not be fully realized.
Second, the study concludes that the developed gamified simulation
learning packet is ready for classroom use. It meets the Department of Education’s
criteria for quality instructional materials and closely follows the proposed model
for promoting students’ creativity and collaboration. Its strong alignment with the
curriculum, clear organization, and interactive design make it a useful and effective
resource for teachers aiming to enhance student engagement, creativity, and
collaboration in learning mathematics.
Third, the study concludes that exposure to the gamified simulation learning
packet can enhance students’ creativity and collaboration in mathematics
education. The synergy of interactive simulations and gamification elements
creates an engaging learning environment that encourages students to think
creatively and work collaboratively, leading to deeper understanding and active
participation.
Lastly, the study also concludes that students, in general, provided positive
feedback on the use of the gamified simulation learning packet. They appreciated
its engaging and interactive nature, which made learning mathematics more
189
enjoyable and motivating. This positive reception supports the packet’s potential
to effectively enhance students’ creativity and collaboration in the classroom.
Recommendations
Based on the findings of this study, the following recommendations are
proposed to maximize the full potential of gamified simulation approach in learning
mathematics.
1. Future research may employ a quasi-experimental design to investigate the
effectiveness of the developed gamified simulation learning packets in
enhancing students’ creativity and collaboration in mathematics education.
2. Administrators are recommended to design professional development
programs equipping teachers with the necessary skills to effectively
implement gamified simulations aligned with the proposed model. In this
way, teachers will be better prepared to guide students during simulation
activities.
3. Future research may be conducted to help refine the proposed model based
on the gathered insights from the actual classroom experiences by both
students and teachers in the field. This initiative helps ensure that the model
remains practical and effective in real-world settings.
4. Future studies may explore the use of gamified simulation learning with non-
STEM students to determine whether similar improvements in mathematical
creativity can be observed. Such investigations would provide deeper
insight into the broader applicability and effectiveness of gamified
simulation as an instructional strategy across diverse learner profiles.
190
5. Future research may be conducted to determine the specific design
features in gamified simulations that effectively promote the originality
component of mathematical creativity. In this way, educators can
intentionally design learning environments that better foster unique and
innovative problem-solving strategies among students.
191
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APPENDICES
221
APPENDIX 1
LETTER TO THE SCHOOLS DIVISION SUPERINTENDENT
222
APPENDIX 2
LETTER TO THE SCHOOL PRINCIPAL
223
APPENDIX 3
INVITATION LETTER TO TEACHER-EVALUATOR
224
APPENDIX 4
LETTER TO PARENTS
225
APPENDIX 5
SAMPLE VALIDATION RESULT FOR THE DEVELOPED LEARNING PACKET
226
227
228
229
APPENDIX 6
GAMIFIED SIMULATION ALIGNMENT AND QUALITY EVALUATION
CHECKLIST
Name of Teacher-Evaluator: ______________________________ Signature:
_________
Highest Educational Degree: ______________________________ Position:
__________
Purpose: This checklist is designed to assess the alignment and quality of the gamified
simulation based on the proposed model for enhancing students’ creativity and
collaboration in mathematics.
Instructions: Please rate each item based on the degree to which it is present or evident
in the gamified simulation learning packet. Use the 4-point scale below:
Rating Meaning
4 - Strongly Agree
3 - Agree
2 - Disagree
1 - Strongly Disagree
A. Simulation-Based Lesson Design 4 3 2 1
1. The simulation clearly visualizes mathematical concepts.
2. The simulation supports inquiry-based learning (students ask,
explore, reflect).
3. Real-life applications are integrated meaningfully into the simulation.
4. Students are allowed to manipulate variables, test hypotheses, and
make conclusions.
B. Gamification Elements
Challenges
1. Challenges within the simulation are interactive and engaging.
2. Challenges are open-ended, allowing multiple possible solutions.
3. Students are encouraged to modify or pose their own problems.
4. Problem choices reflect student interest or prior experience.
Feedback
1. Feedback is timely and contextual within the simulation.
2. Feedback promotes exploration and refinement of ideas.
3. Feedback fosters peer discussion and collaborative learning.
4. Feedback is constructive and motivating within the simulation.
Rewards
1. Points, badges, or progression are used effectively.
230
2. Students are rewarded for manifesting creativity.
3. Rewards enhance motivation and group participation.
C. Support for Creativity
1. Students explore various solution paths to a problem
2. Tasks encourage divergent thinking (fluency, flexibility, originality).
3. Students are invited to generate new ideas and approaches.
D. Support for Collaboration
1. Students are encouraged to collaborate and work together to solve
problems.
2. The simulation includes group-based tasks or team missions.
3. Collaboration leads to shared insights and improves problem-solving
outcomes.
E. Aesthetics and Engagement
1. Visual design is engaging and aids content understanding.
2. Interface is immersive, motivating, and free of distractions.
3. Aesthetic design enhances the overall learning experience.
Note. Mean ranges for alignment level: 1.00–1.75 = Poorly Aligned, 1.76–2.50 = Partially Aligned, 2.51–3.25 =
Moderately Aligned, 3.26–4.00 = Highly Aligned
Follow-up Questions:
(Please answer briefly.)
1. What strengths do you observe in the gamified simulation learning packet?
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
_____
2. What suggestions would you give for enhancing alignment with the model?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
________________________________________
3. Does the packet reflect the objectives of promoting creativity and
collaboration through gamified simulation?
________________________________________________________________
________________________________________________________________
________________________________________________________________
231
APPENDIX 7
RELEVANCE RATINGS OF THE RESEARCHER-MADE GAMIFIED
SIMULATION ALIGNMENT AND QUALITY EVALUATION CHECKLIST
1. Simulation-Based Lesson Design
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
Q4 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
2. Gamification Elements
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
Q4 1 1 1 1 4 1 1
Q5 1 1 1 1 4 1 1
Q6 1 1 1 1 4 1 1
Q7 1 1 1 1 4 1 1
Q8 1 1 1 1 4 1 1
Q9 1 1 1 1 4 1 1
Q10 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
3. Support for Creativity
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
232
4. Support for Collaboration
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
5. E. Aesthetics and Engagement
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
233
APPENDIX 8
PILOT TESTING RELIABILITY RESULTS OF THE GAMIFIED SIMULATION
ALIGNMENT AND QUALITY EVALUATION CHECKLIST
1. Cronbach Alpha for Simulation-Based Lesson Design
2. Cronbach Alpha for Gamification Elements
3. Cronbach Alpha in Support for Creativity
4. Cronbach Alpha in Support for Collaboration
5. Cronbach Alpha for Aesthetics and Engagement
6. Overall Cronbach Alpha
234
APPENDIX 9
TABLE OF SPECIFICATIONS FOR THE RESEARCHER-MADE TEST ON
MATHEMATICAL CREATIVITY
# of % of Creativity
Skills Total
Learning Competencies recite allotted
Items
days items
1. Illustrate the limit of a function using a 6
table of values and the graph of the 1 7.14% 1
function
2. Distinguish between lim 𝑓(𝑥) and 𝑓(𝑐) 1 7.14% 2 1
𝑥→𝑐
3. Compute the limits of exponential,
logarithmic, and trigonometric functions 8,9
2 16.7% 2
using tables of values and graphs of the
functions
4. Evaluate limits involving the
sin(𝑥) 1−cos(𝑥) 𝑒 𝑥 −1 5,10
expressions , , and using 2 16.7% 2
𝑥 𝑥 𝑥
tables of values
5. Illustrate continuity of a function at a 7.14% 1
1 1
number
6. Determine whether a function is 7.14%
1 0
continuous at a number or not
7. Illustrate continuity of a function on an 7.14% 7
1 1
interval
8. Determine whether a function is 7.14%
1 0
continuous on an interval or not.
9. Illustrate different types of discontinuity
(hole/removable, jump/essential, 2 14.28% 3,4 2
asymptotic/infinite)
10. Illustrate the Intermediate Value and 7.14%
1 0
Extreme Value Theorems
11. Solve problems involving continuity of 7.14%
1 0
a function
TOTAL 14 100% 10 10
235
APPENDIX 10
RESEARCHER-MADE PRETEST-POSTTEST QUESTIONNAIRE ON
MATHEMATICAL CREATIVITY
Instructions:
• Answer the following questions in 1 hour.
• Use a separate paper (1 whole) for your computations or solutions.
• Response will be evaluated based on fluency, flexibility, and originality per
item.
1. Design at least four different functions 𝑓(𝑥) that are continuous at 𝑥 = 2.
Justify your answer.
2. Design at least four different functions𝑓 (𝑥 ) such that lim 𝑓 (𝑥 ) ≠ 𝑓 (2). Justify
𝑥→2
your answer.
3. Sketch at least four different functions𝑓(𝑥) defined on ℝ such that lim 𝑓(𝑥)
𝑥→−3
does not exist (DNE). Justify your answer.
4. There are two examples below.
Please provide at least four different examples that express a similar
relationship to the examples presented.
Example1: The function 𝑓(𝑥 ) = 2𝑥 + 1is continuous at 𝑥 = −2. However,
1
the function 𝑔(𝑥 ) = 𝑥+2 is discontinuous at 𝑥 = −2.
Example2: The function 𝑓(𝑥 ) = √𝑥 − 3is continuous at 𝑥 = 4. However, the
function 𝑔(𝑥 ) = √−𝑥 + 2 is discontinuous at 𝑥 = 4.
2𝑥 2 −2
5. Show that lim = 2 in at least four different ways.
𝑥→0 𝑥−1
6. Design at least four different functions 𝑓 (𝑥 ) that are continuous at (0,5].
Justify your answer.
Note: Final copy of the instrument after four items were removed.
236
APPENDIX 11
RUBRIC FOR RESEARCHER-MADE PRETEST-POSTTEST QUESTIONNAIRE
ON MATHEMATICAL CREATIVITY
Criteria Score Description Score
Range
Fluency 0-4 The number of 0: No relevant or correct responses.
relevant and 1: One correct response.
correct responses 2: Two different correct responses.
given by the 3: Three different correct
student. No extra responses.
points for 4: Four or more different correct
repeated answers responses.
Flexibility 0-3 The number of 0: Responses all belong to a single
distinct categories category.
into which the 1: Responses fall into 2 distinct
student’s categories.
responses can be 2: Responses fall into 3 distinct
classified. categories.
3: Responses fall into 4 or more
distinct categories.
Originality 0-5 The 0: Response given by more than
uncommonness 25% of students.
of the student’s 1: Response given by 20% to 25%
responses based of students.
on how many 2: Response given by 15% to 20%
other students of students.
provided the 3: Response given by 10% to 15%
same answer. of students.
4: Response given by 5% to 10% of
students.
5: Response given by less than 5%
of students.
Total 0-12 The sum of Maximum possible score = 12
Score fluency, flexibility, Minimum possible score = 0
and originality
scores.
Adapted from:
Walia, P., & Walia, P. (2017). Development and Standardisation of Mathematical
Creativity Test. International Journal of Advanced Research, 5(7), 1293-
1300.
237
APPENDIX 12
RELEVANCE RATINGS OF THE RESEARCHER-MADE TEST ON
MATHEMATICAL CREATIVITY BY EXPERTS
I. Alignment with Mathematical Creativity
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
Q4 1 1 1 1 4 1 1
Q5 1 1 1 1 4 1 1
Q6 1 1 1 1 4 1 1
Q7 1 1 1 1 4 1 1
Q8 1 1 1 1 4 1 1
Q9 1 1 1 1 4 1 1
Q10 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
238
APPENDIX 13
PILOT TESTING RELIABILITY RESULTS OF THE RESEARCHER-MADE
TEST ON MATHEMATICAL CREATIVITY
239
APPENDIX 14
COLLABORATION SELF-ASSESSMENT TOOL
Note: mean range for collaboration: 10-25 = Collaboration skills are emerging, 26-34 = Collaboration skills
are developing, 35-44 = Collaboration skills are established.
Adapted from:
Ofstedal, K., & Dahlberg, K. (2009). Collaboration in student teaching: Introducing
the collaboration self-assessment tool. Journal of Early Childhood Teacher
Education, 30(1), 37-48. [Link]
240
APPENDIX 15
RELEVANCE RATINGS OF THE COLLABORATION
SELF-ASSESSMENT TOOL BY EXPERTS
I. Alignment with Collaboration Skills Based on Ofstedal & Dahlberg
(2009)
Experts in
Expert 1 Expert 2 Expert 3 Expert 4 I-CVI UA
Agreement
Item 1 1 1 1 4 1 1
Q1 1 1 1 1 4 1 1
Q2 1 1 1 1 4 1 1
Q3 1 1 1 1 4 1 1
Q4 1 1 1 1 4 1 1
Q5 1 1 1 1 4 1 1
Q6 1 1 1 1 4 1 1
Q7 1 1 1 1 4 1 1
Q8 1 1 1 1 4 1 1
Q9 1 1 1 1 4 1 1
Q10 1 1 1 1 4 1 1
Q11 1 1 1 1 4 1 1
S-CVI/Ave 1
Proportional 1 1 1 1 1
S-CVI/UA
Relevance
Average proportion of items judged as relevance across the four 1
experts
241
APPENDIX 16
SEMI-STRUCTURED INTERVIEW QUESTIONNAIRE FOR FOCUS GROUP
DISCUSSION
1. Can you describe your overall experience using the learning packet with
gamified simulation? What did you like most and least? (Encourages
balanced feedback)
2. What specific features of the learning packet made it engaging or
enjoyable? Can you rank them from most to least engaging? (Adds a
ranking component)
3. Were there any parts of the learning packet that you found difficult or
confusing? What made them challenging? (Encourages detailed
explanations)
4. In what ways did the learning packet encourage you to think creatively
when solving mathematical problems?
5. Can you describe a situation where you used a creative or unconventional
approach to solve a problem? What made this approach different?
6. Did the gamified elements (e.g., points, badges, challenges, feedback)
encourage you to try new strategies or solutions? Why or why not?
7. How did the learning packet influence your collaboration with classmates?
Did it encourage more discussions and teamwork?
8. Can you share an experience where working with peers helped you
understand a concept better? What aspect of collaboration was most
helpful?
9. Did the simulations encourage teamwork? If so, how? If not, what could be
improved to make them more collaborative?
10. How did the use of simulations help you understand mathematical
concepts better? Can you give a specific example?
11. Which gamified elements (e.g., points, levels, rewards) were most
effective in keeping you engaged? Which elements could be improved?
12. If you could change or improve one thing in the learning packet, what
would it be and why?
13. What new features should be added to make the gamified simulation more
effective in learning math?
14. On a scale of 1-5, how likely are you to recommend this learning packet to
other students? Why? (Adds a measurable metric)
242
APPENDIX 17
PILOT TESTING RELIABILITY RESULTS OF THE COLLABORATION
SELF-ASSESSMENT TOOL
243
APPENDIX 18
THEMATIC ANALYSIS PROCESS
Overview
This appendix outlines the six-phase process of thematic analysis as applied to
the qualitative data (students’ feedback) in the study. It follows Braun and Clarke’s
(2006) model.
Step 1: Familiarization with the Data
• The researcher transcribed all interviews and verbal data, then read and re-
read the transcripts to ensure immersion in the data.
• Table 1 below shows the output of step 1.
Table 1: Transcribed Feedback with Notes
Raw Data Excerpt Transcription Initial Notes
“Ang pagdescribe nako sa “The way I would Learned a lot, explore
experience Sir kay I’ve describe the concepts, hands-on
learned a lot Sir in terms of experience, Sir, is that activities
limits kay mas naexplore I’ve learned a lot in
man gud namo siya og mas terms of limits because
naklaro ang concepts we were able to explore
pinaagi sa mga hands-on it more and the
activities sa computer.” (S5) concepts became
clearer through hands-
on computer activities.”
(S5)
“Nakagain gyud ko og "I really gained Gain knowledge, prompts
knowledge sa discontinuity knowledge about are useful, feedback loop
although lisod ni siya nga discontinuity, even
concept. Makita namo ang though it's a difficult
result sa among mga concept. We can see
desisyon og kung sayup the results of our
man, amo dayung decisions, and if they're
macorrect. Dako pud og wrong, we can correct
tabang ang mga prompts them immediately. The
nga manggawas kay guided prompts that come out
me sa mga correct nga are also very helpful
ideas” (S8) because they guide us
to the correct ideas."
(S8)
“Mas makatoon man gyud “We students really Students learn through
me mga estudyante basta learn better when games, enjoyable and
naay dula kay malingaw there's a game because challenging experience
we enjoy it, and it also
244
man me and makahatag provides a challenge.”
pud siya og challenge.” (S1) (S1)
“Mas naenjoy namo ang "We really enjoyed the Enjoyment, playful activity
activities Sir labi na ang activities, Sir, especially
pagdula2x.” (S3) the games." (S3)
“… didto pud ko mas "I also enjoyed more on Enjoyment, highly engaged,
nalingaw sa modification the modification and modify and create problems
and creation activities like creation activities, like
maghimo gyud kog real-life creating real-life
problem. Kadto pung problems. Also, when
maghimo me og tulo ka we had to create three
functions nga makasatisfy functions that satisfy the
sa limit condition. Ang limit condition. What we
among gibuhat kay gibase did was base our
namo sa mga examples nga answers on the
gihatag bitaw para examples given, so we
makaanswer me and we could find the functions,
have fun man pud and we had fun doing
pagpangita og mga it." (S1)
functions.” (S1)
“You’ve taught us with a “You taught us in a very Unique way of teaching,
very unique way Sir like very unique way, Sir, and engaging, not pressured in
engaging ang imong your teaching was very doing activities, and not
pagtudlo sa amoa Sir and engaging, and we didn’t boring
dili me mapressure and dili feel pressured or bored
bitaw me malaay Sir.” (S5) at all.” (S5)
Malingaw bitaw ka kay “It was enjoyable Enjoyment, helping each
syempre kaubana man gud because, of course, we other, sharing of ideas
and kaming tulo nga were working with our
magkauban kay groupmates, and the
magtinabanga gyud me mao three of us really helped
tong magshare me sa each other. That’s why
among mga opinion namo we shared our opinions
and among gicalculate pag and carefully solved the
ayo ang mga problems nga problems given to us.”
gihatag sa amoa.” (S7) (S7)
“So far sa tibook weeks nga “So far, from the entire Enjoyable experience and
experience, akong maingon weeks of experience, I engaging
is lingaw siya Sir at the can say it was fun, Sir,
same time engaging bitaw and at the same time, it
siya.” (S8) was really engaging.”
(S8)
“… among ginabuhat Sir "What we do, Sir, is to Motivated to earn bigger
nga buhaton among best do our best so that we points,
para dako nga points among can earn a lot of points
makuha sa group. Ang for our group. We make
tanan problem nga gihatag sure to answer all the
sa amoa Sir, among problems given to us
gitarung pag answer para correctly so that we can
get high points." (S5)
245
dako nga points ang among
makuha.” (S5)
“Everytime bitaw nga "Every time we provide Rewarding experience,
makaprovide me og sakto the correct answer, Sir, happy, encouraging,
nga answer Sir, makagain we gain points. It feels motivated
meg points. Rewarding very rewarding. Of
kaayo siya sa feeling. course, when we
Siyempre kung naa tay receive a reward, we
reward nga madawat, feel happy. Every time
malipay man gyud ta. we earn points, we
Everytime nga makapoints become more
me mas maencourage me encouraged to keep
og samot nga mag answer answering, even if
pa bahalag gamay na ang there's little time left."
time.” (S1) (S1)
“Ang points Sir "The points really Points are motivating,
makamotivate gyud siya sa motivate us to answer. resilient in solving problems
amoa mag answer. Kay Because we want to get
gusto man me og dako nga high points, no matter
points, bisan unsa kalisod how difficult the
ang problem, amo gyud problem is, we will
anseran.” (S7) really try to answer it."
(S7)
“Ang feedback Sir “The feedback, Sir, Feedback is helpful in
makatabang siya para helps us understand evaluating responses and
mahibal an asa dapit ang where we went wrong correcting misunderstanding
among wrong og tagaan kag and gives us hints on
hint kung unsay buhaton what to do to correct
para macorrect ang imong our response.” (S9)
response.” (S9)
“… dili bitaw me mapressure “… we don't feel Mistakes are Ok, can-do trial
kay ok ra masayup. Pwede pressured because it's error
me makatrial and error og okay to make mistakes.
kadaghan hantod makakita We can use trial and
me og lahi lahi nga answers error many times until
sa mga challenge.” (S8) we find different
answers to the
challenges.” (S8)
“Sa feedback bitaw Sir kay “The feedback is really Motivating feedback through
motivating siya labi na kung motivating, especially happy smiley
moappear ang happy when the happy smiley
smiley. Maencourage me appears. It encourages
mo-answer pa para us to answer more to
makadawat og points og earn points and see the
para mogawas balik ang happy smiley again.
happy smiley. Usahay gani Sometimes, we even
Sir kay mag awat me sa imitate the smiley.” (S7)
nawong sa smiley.” (S7)
246
“Namotivate ko mag answer “I was motivated to Motivated, proceed to next
kay para makaproceed ko answer so that I could level
sa next level.” (S5) proceed to the next
level.” (S5)
“Ako ra gyung gihunahuna “I just thought to myself, Act of playing
Sir nga ah kani dula ni, kaya Sir, that this is a game,
nako ni kay hilig man kog and I can do it because
dula.” (S7) I love games.” (S7)
“Nalingaw ko sa part nga “I enjoyed the part Enjoyed through game
gihimoan nimo og dula ang where you turned the activity, game is engaging
lesson sa limits Sir. Ang lesson on limits into a
math lingaw man siya for game, Sir. Math is fun
me pero sa others kay dili for me, but for others,
kaayo siya lingaw kay libog it's not very enjoyable
bitaw pero pinaagi sa dula because it's confusing.
mahimo siya engaging.” However, through the
(S1) game, it becomes
engaging.” (S1)
“Nagkaproblema me Sir sa "We had a problem, Sir, Problematic keyboard,
among keyboard kay gahe with our keyboard computer freezing
kaayo tuplokon og kung because it's very hard
makusgan pud namo kay to press, and if we
mo hang and computer. press it too hard, the
Sayang ang among computer hangs. It's a
nasugdan kay need man waste of what we had
namo ireset ang file.” (S2) started because we
needed to reset the
file.” (S2)
“Naay mga panahon Sir nga "There are times, Sir, Computer not functioning,
dili mo function among when our computer freezing computer
computer. Mo hang siya. So does not function. It
maghulat nalang gyud me hangs. So we just
kanus a siya mogana waited for it to work
pagbalik. Tungod ani Sir kay again. Because of this,
naulahi na dayun me pag Sir, we are delayed in
accomoplish sa task bitaw accomplishing the task,
Sir.” (S8) Sir." (S8)
“Para sa akoa Sir if there For me, Sir, if there Recommend improving
would be a recommendation would be a keyboard
for the improvement of the recommendation for the
intervention is dapat unta improvement of the
tsada ang keyboard para dili intervention, it should
lisod tuplokon og nice nga be to have a good
mouse para dili lisod keyboard that is easy to
gamiton.” (S5) press and a nice mouse
that is easy to use.”
(S5)
247
Step 2: Generating Initial Codes or Categories
• The researcher generated initial codes or categories by systematically
tagging important features of the data.
• Table 2 below shows the output of step 2.
Table 2: Excerpt from Transcript with Initial Code (Category)
Excerpt from Transcript Initial Code (Categories)
"I’ve learned a lot in terms of limits" (S5) Improved conceptual understanding
"We are able to explore it (concepts) Exploratory learning
more" (S5)
"Concepts became clearer through Clarification of abstract concepts through
hands-on computer activities " technology-assisted learning / Interactive
learning experience
"I really gained knowledge about Improved understanding of complex
discontinuity, even though it's a difficult concept
concept.” (S8)
“We can see the results of our decisions, Immediate feedback / Self-correction
and if they're wrong, we can correct them
immediately.” (S8)
“The prompts that come out are also very Guided learning / Use of prompts as
helpful because they guide us to the scaffolds
correct ideas." (S8)
“We students learn better when there’s a Gamified learning enhances
game because we enjoy it” (S1) understanding
“It (game) also provides a challenge” (S1) Gamified learning provides challenge
"We really enjoyed the activities, Sir, Gamification provides enjoyment in
especially the games." (S3) learning
"I also enjoyed more on the modification Enjoyment in creative tasks/ preference
and creation activities, like creating real- for open-ended activities like real-world
life problems ” (S1) application or Student-generated
problems
“Also, when we had to create three Multiple solution generation / Deep
functions that satisfy the limit condition.” conceptual engagement
(S1)
What we did was base our answers on Positive emotional response to learning
the examples given, so we could find the
functions, and we had fun doing it." (S1)
“ You taught us in a very unique way, Sir.” Innovative teaching approach /
(S5) Instructional novelty
“Your teaching was very engaging.” (S5) High student engagement
“We didn’t feel pressured or bored at all.” Low anxiety learning environment /
(S5) Enjoyable and relaxed learning
“It was enjoyable because, of course, we Enjoyment in collaboration / Positive
were working with our groupmates.” (S7) group dynamics
“The three of us really helped each Peer support / Collaborative problem-
other.” (S7) solving
“We shared our opinions and carefully Idea sharing and Focused teamwork on
solved the problems given to us.” (S7) academic tasks
248
“I can say it was fun, Sir, and at the same Fun and engaging learning experience
time, it was really engaging.” (S8)
“…do our best so that we can earn a lot Motivation through point system
of points for our group” (S5)
“We make sure to answer all the Accuracy-focused problem-solving /
problems given to us correctly so that we Performance-oriented behavior
can get high points." (S5)
“Every time we provide the correct Increased motivation through point
answer, Sir, we gain points. It feels very rewards
rewarding.” (S1)
"The points really motivate us to answer" Motivation through point-based rewards
(S7)
“Because we want to get high points, no Persistence despite task difficulty
matter how difficult the problem is, we will
really try to answer it." (S7)
“The feedback, Sir, helps us understand Guided correction through formative
where we went wrong and gives us hints feedback
on what to do to correct our response.”
(S9)
“… we don't feel pressured because it's Safe space for learning through trial and
okay to make mistakes. We can use trial error
and error many times until we find
different answers to the challenges.” (S8)
“The feedback is really motivating, Motivation through visual feedback
especially when the happy smiley
appears. It encourages us to answer
more to earn points and see the happy
smiley again. Sometimes, we even
imitate the smiley.” (S7)
“I was motivated to answer so that I could Enhanced motivation through game-like
proceed to the next level.” (S5) structure
“I just thought to myself, Sir, that this is a Confidence and motivation through game-
game, and I can do it because I love like learning
games.” (S7)
“I enjoyed the part where you turned the Enjoyable learning experience through
lesson on limits into a game, Sir. through game-like structure
the game, it becomes engaging.” (S1)
"We had a problem, Sir, with our Hardware malfunction affecting usability
keyboard because it's very hard to press,
and if we press it too hard, the computer
hangs.”(S2)
“It's a waste of what we had started Loss of progress due to technical failure
because we needed to reset the file.” (S2)
“There are times, Sir, when our computer Need for improved hardware quality
does not function. It hangs.”(S8)
“So, we just waited for it (computer) to User discomfort with input devices
work again. Because of this, Sir, we are
delayed in accomplishing the task, Sir."
(S8)
249
“If there would be a recommendation for Recommendation to improve hardware
the improvement of the intervention, it usability
should be to have a good keyboard that is
easy to press and a nice mouse that is
easy to use.” (S5)
Step 3: Searching for Themes
• The researcher collated similar codes into potential themes and subthemes
for further analysis.
• Table 3 below shows the output of step 3.
Table 3: Codes with Potential Themes and Subthemes
Codes Potential Potential
Themes Subthemes
• Improved conceptual understanding Essential Enhancement of
• Improved understanding of complex Benefits Conceptual
concept Understanding
• Clarification of abstract concepts
through interactive learning
experience with technology
• Gamified activities enhance
understanding
• Gamification provides enjoyment in Increased
the learning process Engagement and
• Enjoyment in creative tasks like Enjoyment in the
creating real-world application or Learning Process
student-generated problems
• High student engagement
• Positive emotional response to
learning
• Fun and engaging learning experience
• Enjoyment in collaborative problem
solving
• Motivation through point system Improved
• Increased motivation through point Motivation
rewards Facilitated by the
• Motivation through point-based Rewards System
rewards
• Motivation and persistence despite
task difficulty
• Motivation through points system
• Immediate feedback / Self-correction Diverse
• Guided correction through formative Advantages
feedback Provided by
• Safe space for learning through trial Feedback
and error Mechanisms
250
• Motivation through visual feedback
• Guided learning / Use of prompts as
scaffolds
• Provision of game structured activities Incorporation of a
• Gamification provides enjoyment in Game-Like
learning Learning
• Enhanced motivation through game- Environment
like structure
• Confidence and motivation through
game-like learning
• Enjoyable and engaging learning
experience through game-like
structure
• Hardware malfunction affecting Challenges Technical Issues
usability Encountered Experienced During
• Need for improved hardware quality the Implementation
• Recommendation to improve
hardware usability
• Hardware malfunction affecting
usability
• Loss of progress due to technical Technical
failure Difficulties
• User discomfort with input devices Hindering Task
Completion
Step 4: Reviewing Themes
• The researcher reviewed potential themes and subthemes to ensure they
accurately reflected the data and were distinct.
• Table 4 below shows the output of step 4 highlighting the merging of
potential subthemes namely “Technical Issues Experienced During the
Implementation” and “Technical Difficulties Hindering Task Completion” into
one subtheme labeled as Technical Issues Experienced During the
Implementation under the theme Challenges Encountered.
Table 4. Codes with Revised Subthemes
Codes Potential Potential
Themes Subthemes
• Improved conceptual understanding Essential Enhancement of
• Improved understanding of complex Benefits Conceptual
concept Understanding
• Clarification of abstract concepts
through interactive learning
experience with technology
• Gamified activities enhance
understanding
251
• Gamification provides enjoyment in Increased
the learning process Engagement and
• Enjoyment in creative tasks like Enjoyment in the
creating real-world application or Learning Process
student-generated problems
• High student engagement
• Positive emotional response to
learning
• Fun and engaging learning experience
• Enjoyment in collaborative problem
solving
• Motivation through point system Improved
• Increased motivation through point Motivation
rewards Facilitated by the
• Motivation through point-based Rewards System
rewards
• Motivation and persistence despite
task difficulty
• Motivation through points system
• Immediate feedback / Self-correction Diverse
• Guided correction through formative Advantages
feedback Provided by
• Safe space for learning through trial Feedback
and error Mechanisms
• Motivation through visual feedback
• Guided learning / Use of prompts as
scaffolds
• Provision of game structured activities Incorporation of a
• Gamification provides enjoyment in Game-Like
learning Learning
• Enhanced motivation through game- Environment
like structure
• Confidence and motivation through
game-like learning
• Enjoyable and engaging learning
experience through game-like
structure
• Hardware malfunction affecting Challenges Technical Issues
usability Encountered Experienced During
• Need for improved hardware quality the Implementation
• Recommendation to improve
hardware usability
• Hardware malfunction affecting
usability
• Loss of progress due to technical
failure
• User discomfort with input devices
252
Step 5: Defining and Naming Themes
• The researcher finalized the themes and defined what each theme
represents in the context of the study through their subthemes. For the main
theme: Essential Benefits, students feedback revealed that their
experiences learning with gamified simulation learning packets is
associated with enhancement of their conceptual understanding, increased
engagement and enjoyment in the learning process, improved motivation
facilitated by the rewards system, diverse advantages provided by feedback
mechanisms, and incorporation of a game-like learning environment. In
terms of the main theme: Challenges Encountered, the experiences were
associated with some technical issues during implementation.
• Table 5 below shows the output of step 5.
Table 5. Final List of Main Themes and Subthemes
Excerpt from Codes Main Themes Subthemes
Transcript
"I’ve learned a lot in Improved conceptual Essential Enhancement of
terms of limits" (S5) understanding Benefits Conceptual
"I really gained Improved Understanding
knowledge about understanding of
discontinuity, even complex concept
though it's a difficult
concept.” (S8)
"Concepts became Clarification of abstract
clearer through hands- concepts through
on computer activities interactive learning
" (S5) experience with
technology
“We students learn Gamified activities
better when there’s a enhance understanding
game because we
enjoy it” (S1)
"We really enjoyed the Gamification provides Increased
activities, Sir, enjoyment in the Engagement
especially the games." learning process and Enjoyment
(S3) in the Learning
"I also enjoyed more Enjoyment in creative Process
on the modification tasks like creating real-
and creation activities, world application or
like creating real-life student-generated
problems ” (S1) problems
“Your teaching was High student
very engaging.” (S5) engagement
What we did was base Positive emotional
our answers on the response to learning
examples given, so
253
we could find the
functions, and we had
fun doing it." (S1)
“I can say it was fun, Fun and engaging
Sir, and at the same learning experience
time, it was really
engaging.” (S8)
“It was enjoyable Enjoyment in
because, of course, collaborative problem
we were working with solving
our groupmates.” (S7)
“…do our best so that Motivation through Improved
we can earn a lot of point system Motivation
points for our group” Facilitated by
(S5) the Rewards
“Every time we Increased motivation System
provide the correct through point rewards
answer, Sir, we gain
points. It feels very
rewarding.” (S1)
"The points really Motivation through
motivate us to answer" point-based rewards
(S7)
“Because we want to Motivation and
get high points, no persistence despite
matter how difficult the task difficulty
problem is, we will
really try to answer it."
(S7)
“We make sure to Motivation through
answer all the points system
problems given to us
correctly so that we
can get high points."
(S5)
“We can see the Immediate feedback / Diverse
results of our Self-correction Advantages
decisions, and if Provided by
they're wrong, we can Feedback
correct them Mechanisms
immediately.” (S8)
“The feedback, Sir, Guided correction
helps us understand through formative
where we went wrong feedback
and gives us hints on
what to do to correct
our response.” (S9)
“… we don't feel Safe space for learning
pressured because it's through trial and error
okay to make
254
mistakes. We can use
trial and error many
times until we find
different answers to
the challenges.” (S8)
“The feedback is really Motivation through
motivating, especially visual feedback
when the happy
smiley appears. It
encourages us to
answer more to earn
points and see the
happy smiley again.
Sometimes, we even
imitate the smiley.”
(S7)
“The prompts that Guided learning / Use
come out are also of prompts as scaffolds
very helpful because
they guide us to the
correct ideas." (S8)
“We students learn Provision of game Incorporation of
better when there’s a structured activities a Game-Like
game because we Learning
enjoy it” (S1) Environment
"We really enjoyed the Gamification provides
activities, Sir, enjoyment in learning
especially the games."
(S3)
“I was motivated to Enhanced motivation
answer so that I could through game-like
proceed to the next structure
level.” (S5)
“I just thought to Confidence and
myself, Sir, that this is motivation through
a game, and I can do game-like learning
it because I love
games.” (S7)
“I enjoyed the part Enjoyable and
where you turned the engaging learning
lesson on limits into a experience through
game, Sir. through the game-like structure
game, it becomes
engaging.” (S1)
"We had a problem, Hardware malfunction Challenges Technical Issues
Sir, with our keyboard affecting usability Encountered Experienced
because it's very hard During the
to press, and if we Implementation
press it too hard, the
computer hangs.”(S2)
255
“There are times, Sir, Need for improved
when our computer hardware quality
does not function. It
hangs.”(S8)
“If there would be a Recommendation to
recommendation for improve hardware
the improvement of usability
the intervention, it
should be to have a
good keyboard that is
easy to press and a
nice mouse that is
easy to use.” (S5)
"We had a problem, Hardware malfunction
Sir, with our keyboard affecting usability
because it's very hard
to press, and if we
press it too hard, the
computer hangs.”(S2)
“It's a waste of what Loss of progress due to
we had started technical failure
because we needed to
reset the file.” (S2)
“So, we just waited for User discomfort with
it (computer) to work input devices
again. Because of
this, Sir, we are
delayed in
accomplishing the
task, Sir." (S8)
Step 6: Producing the Report (Final Themes)
• The researcher presented the final themes into the results section of the
study.
256
APPENDIX 19
SAMPLE PICTURES TAKEN DURING IMPLEMENTATION
257
APPENDINX 20
BOXPLOT DIAGRAM FOR PRETEST AND POSTTEST CREATIVITY SCORES
258
APPENDINX 21
BOXPLOT DIAGRAM FOR PRETEST AND POSTTEST COLLABORATION
SCORES
259
APPENDIX 22
CURRICULUM VITAE
Curriculum Vitae
Jun Mark Rey O. Nob
Address: Zone 3 Cogon, El Salvador City,
Misamis Oriental
Contact number: 09161758005
Email Address: [Link]@[Link]
OBJECTIVE
As a dedicated educator, my goal is to provide quality education by delivering
engaging and well-structured mathematics lessons. I strive to foster a deep
understanding of mathematical concepts through effective teaching strategies,
innovation, and a commitment to student success. Equipped with strong
pedagogical competence, I aim to inspire critical thinking, creativity, and
collaboration among learners, preparing them for academic and real-world
challenges.
EDUCATIONAL QUALIFICATIONS
Post-Graduate Doctor of Philosophy in Mathematics 2022-
Education Present
University of Science and Technology of
Southern Philippines
Lapasan, Cagayan de Oro, City
DOST Scholar
Graduate Master of Science in Applied Mathematics 2018-2020
University of Science and Technology of
Southern Philippines
Lapasan, Cagayan de Oro, City
DOST Scholar
College Bachelor of Science in Applied 2016-2010
Mathematics
260
Mindanao University of Science and
Technology
Lapasan, Cagayan de Oro, City
Academic Scholar
Magna Cum Laude
High School Cogon National High School 2002-2006
Cogon El Salvador City
Class Valedictorian
Elementary Cogon Elementary School 1996-2002
Cogon El Salvador City
Class Salutatorian
TEACHING WORK EXPERIENCES
Junior High Math Teacher Xavier University High 2015-2016
School
Pueblo, Cagayan De Oro
City
LET and Civil Service St Louis Review Center 2016-Present
Exam Review Instructor Cagayan De Oro City
Master Teacher II Cogon National High 2016-Present
School
Cogon El Salvador City
AWARDS AND RECOGNITION
1. Research Presenter 2016 Regional Grand Caprice,
Research Congress Limketkai Center, CDO
held on October 24-25,
2016
2. National Research 2016 Philippine Philippine International
Presenter Conference of Basic Convention Center
Education (PICC) Manila held on
Researchers December 7, 2016
261
3. Model Employee 2016 Search for Division Office of El
Award Model Employee Salvador City
4. Best Demonstration Regional Mass Hotel Koresco, Pueblo
Teaching in Training of Grade 11 De Oro held on June
Mathematics Senior High School 25, 2017
Teachers (Tranche 2)
5. Winning Coach in Palarong Pampook Tangub City held on
Chess Secondary December 16-20, 2018
6. Oral Research 2019 Regional Grand Caprice,
Presenter Research Conference Limketkai Center,
Lapasan held on
November 14-15, 2019
7. Outstanding Paper 1st Division Research Country Village Hotel,
and Oral Presenter Congress CDO held on
September 24-25, 2019
8. Division Research 2021 Divisional Via Microsoft Teams
Winner Research Conference held on March 18, 2021
9. Research Cash 2021 Research Via Google Meet held
Prize Awardee Symposium on December 2-3, 2021
conducted by the
National Literacy
Coordinating Council
of the Philippines
10. International 6th International Via Google Meet held
Research Presenter Congress on Action on May 20-22, 2022
Research, Action
Learning (ARAL 2022)
11. Oral Research 2022 Regional Via Zoom held on July
Presenter Research Conference 20, 2022
262
RESEARCH CONDUCTED
Education Research
1. Effects of GeoGebra Application and Food for the Brain Weekly Task on
Students’ Conceptual Understanding in Mathematics
2. Enhancing Student’s Performance in Learning Conic Sections through
Digital Applications
3. Make a Mentee, a Mentor: Developing the Culture of Research through
Research Cell
4. Modelling through Digital Simulation: An Intervention to Enhance
Student’s Performance in Solving Optimization Problems in Calculus
5. The Use of Feedback Network (FeedNet) Strategy and RoBenj
Technique to Aid Low Performing Students in Solving Implicit
Differentiation Problems in Times of Pandemic
6. Teachers’ Use and Perceptions of GeoGebra in Designing eSimulation-
Based Mathematics Lessons in the 21st Century Teaching
7. Ang Magturo ad Di Biro: A Phenomenological Study on the Lived-
Experiences of Math Educators in Out-of-Field Teaching
8. Unveiling the Effects of Gamification on Math Learning: A Literature
Review in the Philippine Context
9. Forecasting the Global Landscape of Science, Technology, and
Innovation in DepEd by 2035: A Delphi Study for Building a SMART
DepEd
Applied Mathematics
1. Forecasting Based-On Holt Winters Smoothing Model
2. On the Finite Sample Performance of Some Estimators for Left-Censored
Regression Model
SPEAKERSHIP/TRAININGS CONDUCTED
1. Resource Person/Trainer in the workshop Ateneo De Davao
entitled “Algebra Made Easy with GeoGebra” University held on April
7, 2016
2. Resource Person/Trainer during the In-Service El Salvador City
Training of Teachers on Basic Action Central School held on
Research October 23, 2018
263
3. Resource Person/ Trainer for Research Division Office
Statistics and Data Gathering Procedures Conference Room, El
conducted for Division Office Admin-Personnel Salvador City,
Unit of El Salvador December 18, 2020
4. Resource Person/Trainer during the conduct of Via Google Meet held
the Clustered Rollout of Action Research on December 15, 2021
Modules in the Regional Level
5. Resource Speaker/Trainer during the Via Google Meet held
Workshop on the Integration of GeoGebra on July 28-August 2,
Application in Teaching and Learning Grades 2021
1-12 Mathematical Concepts in the Division
Level
6. Resource Speaker/Trainer during the Via Google Meet held
Clustered District Rollout of Action Research on March 24, 2022
Modules in the Division of Cagayan De Oro
City
7. Resource Speaker/Trainer during the Roll Out Kibonbon Elementary
on Action Research Workshop School - April 22, 2022
8. Resource Speaker/Trainer during the Learning Cogon Elementary
Action Cell (LAC) on Action Research Rollout School – May 26, 2022
9. Resource Speaker/Trainer during the Training Country Village Hotel,
Workshop on Research Data Analysis Using Carmen, CDO City,
Power Analysis Tools March 17-19, 2025.
AFFILIATIONS
1. Mathematical Society of the Philippines - member
2. National Chess Federation of the Philippines -
member
3. Knights of Columbus – member
HOBBIES
1. Playing Chess
2. Watching NBA
3. Eating
264