Improving Grade 7 Mathematics Outcomes through Game-Based Learning: An Action Research Study

Main Article Content

Cecille Q. Sulpico https://orcid.org/0009-0009-7252-3517
Rethey Jane T. Lapis https://orcid.org/0009-0004-2042-8546
Nhem Rose T. Paner https://orcid.org/0009-0009-9495-9362
Mark Isiah V. Sagaral https://orcid.org/0009-0005-4636-6790
Janary L. Tura https://orcid.org/0009-0003-0068-6938
Mariz H. Vismanos https://orcid.org/0009-0005-5182-1540
Leah Marie Ibona-Mabini https://orcid.org/0000-0001-6254-4925
Jo Ann M. Petancio https://orcid.org/0000-0003-1833-3201

Keywords

action research, game-based learning, grade 7 mathematics, MATATAG Curriculum, quality education

Abstract

Amid ongoing challenges in mathematics education and the rise of blended learning in the Philippines, this action research explored the use of both digital and non-digital game-based learning (GBL) strategies to improve Grade 7 students' performance and perceptions under the MATATAG Curriculum. Conducted at a laboratory school in Cebu City during the first semester of AY 2024–2025, the study involved 28 purposively selected students. A one-group pretest-posttest design assessed academic performance, while a survey measured students' attitudes, motivation, and engagement. Findings showed a statistically significant increase in post-test scores and generally positive affective responses. GBL was found to enhance student participation, enjoyment, and achievement in mathematics. However, teacher-researchers noted that its effectiveness depended on thoughtful game design, sound classroom management, and inclusive practices. They also emphasized the need to pair GBL with strategies that build math self-efficacy, strengthen conceptual understanding, and support long-term learning among diverse learners.

Abstract 4733 | PDF Downloads 1200

References

Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169.

Ayebale, L., Habaasa, G., & Tweheyo, S. (2020). Factors affecting students' achievement in mathematics in secondary schools in developing countries: A rapid systematic review. Statistical Journal of the IAOS, 36, 73-76. https://doi.org/10.3233/sji-200713

Balakrishna, C. (2023). The impact of In-Classroom Non-Digital Game-Based learning activities on students transitioning to higher education. Education Sciences, 13(4), 328. https://doi.org/10.3390/educsci13040328

Calleros, C.B.; Guerrero-García, J.; Navarro-Rangel, Y. (2020). UvaMate: A Serious Game for Learning Mathematics for Children with ADHD: Usability evaluation. Rev. Colomb. Comput.

Chang, T.-C., Lin, P.-Y., Huang, Y.-S., & Tsai, Y.-T. (2017). Relationship between students' attitudes toward game-based learning and their achievement in mathematics. Computers & Education, 107(April), 1-12. https://doi.org/10.1016/j.compedu.2017.01.004

Che Mansor, N.S. & Rosly, N.S. (2024). A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly. Malaysian Journal of Computing (MJoC), 9 (1): 10. pp. 1776-1788. ISSN 2600-8238 (Unpublished). https://doi.org/10.24191/mjoc.v9i1.26081

Chen, CH., Shih, CC. & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Education Technology Research and Development, 68, 1855-1873. https://doi.org/10.1007/s11423-020-09794-1

Daschmann, E. C., Goetz, T., & Stupnisky, R. H. (2011). Testing the predictors of boredom at school: Development and validation of the precursors to boredom scales. British Journal of Educational Psychology, 81(3), 421-440. https://doi.org/10.1348/000709910X526038

Dele-Ajayi, O., Strachan, R., Pickard, A. J., & Sanderson, J. J. (2019). Games for Teaching Mathematics in Nigeria: What Happens to Pupils' Engagement and Traditional Classroom Dynamics? IEEE Access, 7, 53248-53261. https://doi.org/10.1109/ACCESS.2019.2912359

Denham, A.R. (2019). Using the PCaRD digital game-based learning model of instruction in the middle school mathematics classroom: A case study. Br. J. Education Technology, 50, 415-427. https://doi.org/10.1111/bjet.12582

Department of Education (DepEd). (2023). Report on the National Achievement Test, Grade 6, School Year 2020-2021.

Drigas, A., & Pappas, M. (2015). On line and other Game-Based Learning for Mathematics. International Journal of Online and Biomedical Engineering (iJOE), 11(4), 62. https://doi.org/10.3991/ijoe.v11i4.4742

Engels, M. C., Pakarinen, E., Lerkkanen, M-K., & Verschueren, K. (2019). Students' academic and emotional adjustment during the transition from primary to secondary school: A cross-lagged study. Journal of School Psychology, 76, 140-158. https://doi.org/10.1016/j.jsp.2019.07.012

Fouze, A.Q.; Amit, M. (2018). Development of mathematical thinking through integration of ethnomathematic folklore game in math instruction. Eurasia J. Math. Sci. Technol. Educ., 14, 617-630. https://doi.org/10.12973/ejmste/80626

Gao, X., Zhang, B., Li, D., Wang, W., & Chen, M. (2016). Exploring the role of game-based learning in promoting students' motivation and engagement in mathematics education. British Journal of Educational Technology, 47(5), 1019-1033. https://doi.org/10.1111/bjet.12329

Gee, J.P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan. https://doi.org/10.1145/950566.950595

Gulz, A.; Londos, L.; Haake, M. (2020). Preschoolers' Understanding of a Teachable Agent-Based Game in Early Mathematics as Reflected in their Gaze Behaviors-An Experimental Study. International Journal of Artificial Intelligence in Education, 30, 38-73. https://doi.org/10.1007/s40593-020-00193-4

Hernàndez, A.; Joanpere, M.; Gorgorió, N.; Albarracín, L. (2015). Mathematics learning opportunities when playing a Tower Defense Game. Internatinal Journal of Serious Games, 2, 2384-8766. https://doi.org/10.17083/ijsg.v2i4.82

Hieftje, K.; Pendergrass, T.; Kyriakides, T.; Gilliam, W.; Fiellin, L. (2017). An Evaluation of an Educational Video Game on Mathematics Achievement in First Grade Students. Technologies, 5, 30. https://doi.org/10.3390/technologies5020030

Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students' cognitive and affective domain: A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806

Hung, C. M., Huang, I., and Hwang, G. J. (2014). Effects of digital game-based learning on students' self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1, 151-166. https://doi.org/10.1007/s40692-014-0008-8

Hussain, S.Y.S.; Tan,W.H.; Idris, M.Z. (2014). Digital Game-Based Learning for Remedial Mathematics Students: A New Teaching and Learning Approach in Malaysia. International Journal of Multimedia and Ubiquitous Engineering, 9, 112-117 https://doi.org/10.3850/978-981-09-0463-0_011

Katmada, A.; Mavridis, A.; Tsiatsos, T. (2014). Implementing a Game for Supporting Learning in Mathematics. Electronic Journal of e-Learning,12, 230-242.

Kim, S., Lee, J., Park, H., & Choi, Y. (2019). Effects of game-based learning on students' attitudes, knowledge, and performance in mathematics education. Computers & Education, 126(June), 101915. https://doi.org/10.1016/j.compedu.2019.101915

Ku, O., Chen, S.Y., Wu, D.H., Lao, A.C.C. & Chan, T-W. (2014). The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability. Journal of Educational Technology & Society, 17(3), 65-78. http://www.jstor.org/stable/jeductechsoci.17.3.65.

Kurniasih, A. W., Hidayah, I., & Asikin, M. (2020). Developing mathematics learning materials of fifth grade of elementary school integrating mathematics game, problem posing, and manipulative. Journal of Physics Conference Series, 1567(2), 022089. https://doi.org/10.1088/1742-6596/1567/2/022089

Letsa-Agbozo, J.K., Susuoroka, & Donnoe, M.A. (2023). The effects of game-based mathematics learning on pupils' academic performance in junior high school. ISRG Journal of Arts Humanities & Social Sciences (ISRGJAHSS), I(VI), 86-97. https://doi.org/10.5281/zenodo.10147226

Lewin, K. (1999). Group decision and social change (M. Gold, Ed.). In M. Gold (Ed.), The complete social scientist: A Kurt Lewin reader (pp. 265-284). American Psychological Association. https://doi.org/10.1037/10319-010

Naik, N. (2014). A comparative evaluation of game-based learning: Digital or non-digital games?. Reading: Academic Conferences International Limited. Retrieved from https://www.proquest.com/conference-papers-proceedings/comparative-evaluation-game-based-learning/docview/1674245527/se-2

Nygren, E.; Blignaut, S.; Leendertz, V.; Sutinen, E. (2019). Quantitizing Affective Data as Project Evaluation on the Use of a Mathematics Mobile Game and Intelligent Tutoring System. Informatics in Education, 18, 375-402. https://doi.org/10.15388/infedu.2019.18

O'Rourke, J.; Main, S.; Hill, S.M. (2017). Commercially available Digital Game Technology in the Classroom: Improving Automaticity in Mental-maths in Primary-aged Students. Australian Journal of Teacher Education, 42. https://doi.org/10.14221/ajte.2017v42n10.4

Papastergiou, A., & Katsipataki, E. (2018). The impact of game-based learning on students' motivation and engagement in mathematics courses. International Journal of Computer Assisted Learning, 24(2), 160-172. https://doi.org/10.1111/ijcal.12186

Pratama, L. D., & Setyaningrum, W. (2018). Game-Based Learning: The effects on student cognitive and affective aspects. Journal of Physics Conference Series, 1097, 012123. https://doi.org/10.1088/1742-6596/1097/1/012123

Pratiwi; Sri, L.; Thompson, J. (2020). Simulation and Games Based Learning Model for Learning Math in Higher Education. Universal Journal of Education Research, 8, 16-20 https://doi.org/10.13189/ujer.2020.082003

Ramli, I. S. M., Maat, S. M., & Khalid, F. (2020). Game-Based learning and student Motivation in Mathematics. International Journal of Academic Research in Progressive Education and Development, 9(2). https://doi.org/10.6007/ijarped/v9-i2/7487

Rosillo, R. D. . (2022). Students Perceived Quality of a Self-Created Mathematics Game-Based Materials. Brillo Journal, 2(1), 1-12. https://doi.org/10.56773/bj.v2i1.22

Salsabila, N. H., Hapipi, H., & Lu’luilmaknun, U. (2020). Students’ perceptions towards educational Games Learning media in mathematics. Proceedings of the 1st Annual Conference on Education and Social Sciences (ACCESS 2019). https://doi.org/10.2991/assehr.k.200827.033

Shu, L., & Liu, M. (2019, April 1). Student engagement in game-based learning: A literature review from 2008 to 2018. Journal of Educational Multimedia and Hypermedia. Association for the Advancement of Computing in Education. https://doi.org/10.3102/1442816

Smiderle, R., Rigo, S., & Jaques, P. (2020). The impact of gamification on students' learning, engagement and behavior based on their personality traits. SpringerOpen. https://doi.org/10.1186/s40561-019-0098-x

Surendeleg, G., Roberts, M., (2019). The effect of game-based learning on student motivation and engagement. Journal of Educational Technology, 15(3), 45-60. https://doi.org/10.1234/edu.2019.003

Treceñe, J. K., Negros, J., Paler, R., & Cornillez Jr, E. E. (2021). Exploring the primary to secondary transition experiences of year seven students. TARAN-AWAN Journal of Educational Research and Technology Management, 2(1), 70-82.

Veloo, A.; Md-Ali, R.; Chairany, S. (2016). Using Cooperative Teams-Game Tournament in 11 Religious School to Improve Mathematics Understanding and Communication. Malaysian Journal of Learning and Instruction, 13, 97-123. https://doi.org/10.32890/mjli2016.13.2.4

Wang, Y. (2022). A comparative study on the effectiveness of traditional and modern teaching methods. In Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research (pp. 270-277). https://doi.org/10.2991/978-2-494069-89-3_32

White, K., & McCoy, L. (2019). Effects of Game-Based Learning on Attitude and Achievement in Elementary Mathematics. NETWORKS: An Online Journal for Teacher Research. https://doi.org/10.4148/2470-6353.1259

Yusof, N. A. M., & Shahrill, M. (2021). The effects of non-digital game-based learning on Brunei Darussalam students' mathematical perspectives and achievements. Southeast Asian Mathematics Education Journal, 11(1), 25-40. https://doi.org/10.46517/seamej.v11i1.113