THE USE OF DIGITAL GAME-BASED LEARNING ON NUMERACY OF GRADE 7 STUDENTS USING CLASS POINT: AN INPUT TO PROFESSIONAL DEVELOPMENT OF TEACHERS (original) (raw)
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2019
Since Mathematics is an indispensable tool for technological age, it is the role of Mathematics teachers to provide opportunities to learners to learn materials which may be considered new or modern. Unfortunately, despite all the changes and initiatives, there are still problems in Mathematics education. Generally speaking, many learners even see Mathematics as a difficult subject. Some learners tend to hate numbers while some show no interest on learning about it at all. This action research would be useful and effective in making learners enjoy as they learn Mathematics easily. This study was undertaken to determine the effectiveness of Oral and Written Numeracy Assessment Tools and E-games as an Approach in Teaching Mathematics at Jorge M. Atienza Elementary school, District of Sta. Teresita, Division of Batangas, Philippines. Specific questions were answered in the course of the study. The descriptive research design was used with a questionnaire as the main data-gathering inst...
Psychology and Education: A Multidisciplinary Journal , 2023
This study aimed to determine the changes in the performance of Grade 4 pupils of Santa Cruz North Central School in the literacy and numeracy using the Game-Based Learning (GBL) strategy. The researcher used a pre-experimental research design of which participants are the 46 Grade 4 learners. The instrument used were the researcher-made pretest and posttest validated by the experts. Descriptive statistics were utilized for the study. The result of the pretest and posttest before and after the utilization of GBL indicated high gain. Literacy skills increased by three levels, from Low Proficiency level to Proficient level while Numeracy skills increased by four levels, from Low proficiency level to Highly proficient level. These findings showed that GBL evidently improves the literacy and numeracy skills of Grade 4 learners. In conclusion, GBL is an effective tool for enhancing academic performance and skill development. It provides an engaging and interactive learning experience that positively impacts students' literacy and numeracy abilities. Moreover, teachers can enhance the learning plan and maximize the benefits of GBL in developing the literacy and numeracy skills of Grade 4 learners. The research recommends exploring the effectiveness of GBL in different educational contexts and age groups.
Acquisition of Numeracy Knowledge through a Computer Game
2015
The use of technology in teaching and learning mathematics is not new. The view of how technology should be used in the mathematical classroom is affected, among others, by changes in the community. A form of technological tool that is becoming popular in teaching and learning mathematics is the use of technology-based games. Many educators are interested in developing instructional games in Mathematics to engage today’s children in a fun way of learning. However, the process required for developing a game that is both engaging and instructionally effective remains elusive. This study aimed to investigate pupils’ level of acquisition of numeracy knowledge in a specially developed computer game called Numeraction. The game supports major components in numeracy, namely mental computation, visual thinking and number sense. The game has a response system for recording and displaying the pupils’ scores. Participants of this study were 971 pupils from fifteen primary schools in the state ...
Card game as a pedagogical tool for numeracy skills development
International Journal of Evaluation and Research in Education (IJERE), 2021
Given the hypothesis that card games form a strong tool capable of shaping the aforementioned interest, this study has developed a card game called Math Zap as a pedagogical tool for numeracy skills development in the context of mental computation. It is geared towards investigating the efficacy of this Math Zap card game, in facilitating the development of numeracy skills amongst learners, and their attitude towards using it as a pedagogical tool. A mix method approach using an experimental and descriptive design was taken and tested amongst 34 primary school students aged 12 to 13. From the results of the study, it is found that the Math Zap card game is a highly effective learning tool in so far as the enhancement of students' numeracy computation skills in the areas of fractions, percentages and decimals are concerned. This is evidenced by a statistical significant pre-post test score increment. Furthermore, students were rather positive and receptive towards the game, further substantiating the claim of it being a useful pedagogical tool.
Enhancing numeracy instruction through games in pre-primary classrooms
Journal Of Teaching And Learning In Elementary Education
The enormous importance of numeracy skill to pre-elementary children has tasked teachers with the burden of imparting the skill in an effective manner. Despite the fact that literature has documented the effectiveness of games approach in children instruction, to some, use of game is disruptive to actual learning. This necessitates more experimental studies to further clear ambiguities about the use of games in pre-primary classrooms. This study examined the impact of games on pre-primary children’s interest and performance in numeracy. A pretest-posttest, control group, quasi-experimental was adopted. Fifty Nursery Two pupils were randomly assigned to treatment and control groups. The instruments used were Pre-primary Children’s Numeracy Achievement Test (r=0.86) and Pupils’ Interest in Numeracy Scale (r=0.81). The data collected were analyzed using Analysis of Covariance (ANCOVA) and Scheffe’s Post Hoc Pairwise Comparison. Results indicated that games method was effective on pre-p...
Lesson study on 2ndgrader of elementary school to improve the student’s numeracy skill
Journal of Physics: Conference Series
The purpose of this research is to find the most appropriate learning media of multiplication and division for the 2nd graders of elementary school. The study used the steps in the lesson study, Plan-Do-See. Data were taken using observation instruments, video documentation, and learning evaluation tools. Initially, teachers used gravel as media of multiplication and division. Students can solve numeracy problems when they learn by those media. In test, 80% of students were failure when the teacher evaluates them. By involving experts and partner teachers at school, classroom teachers can solve problems by discover multiplication and division media with the drawing media created by the students themselves. At the end of the lesson, 100% of students have mastered multiplication and division with the media.
Proceedings of the University of Muhammadiyah Malang's 1st International Conference of Mathematics Education (INCOMED 2017), 2018
The problem in this research was the low of mathematics learning result of students. The approach used in this research was quantitative and qualitative approach (mixed method) with the type of Classroom Action Research (CAR) which aims to know the improvement of mathematics learning result of learners by using dakonmatika game media. The subjects of this research were students of class IV of elementary school 61 Parepare of the year 2017/2018 as many as 22 students. Technique of data collection used was the provision of tests and observations. The instruments used were test result and observation sheets. The observation sheets consisted of students' activity and the teacher's ability to manage the lesson. Data analysis technique used was descriptive quantitative and qualitative. The results showed that the use of dakonmatika media can improve the fourth grade students' mathematics learning results at elementary school 61 Parepare, this was marked by the increasing of: (1) Average score of students' mathematics learning results in the first cycle of 71.06 increased to 82, 73 in cycle II, (2) achievement of the students' learning completeness from cycle I was 64% increased to 95% in cycle II, or completely classical and (3) the increasing of students' activity average in learning process equal to 37,19% in cycle I to 69.52% in cycle II.
Teaching Effectively with Use of Game-Based Interactive Mathematics
2015
To accomplish one of the Department of Education goals that envisions each Filipino learner to possess sufficient mastery of basic competencies in both literacy and numeracy, skills in problem solving, creative and critical thinking, this quasiexperimental research study was conducted to determine if the use of interactive game-based mathematics lessons improved the pupil’s mathematics performance in the classroom. It has been observed that pupils reaching higher grades in the elementary found difficulty in mathematics subjects because they have not mastered the fundamental operations well and replacing the traditional method of teaching fundamental math with interactive games is believed to create a difference and enhance learning. The main objective of this study was to determine if the use of nineteen interactive mathematics lessons improved the pupil’s mathematics performance and ascertain if significant relationship occurs between pupils’ responses on the features of the lesson...
International journal on social and education sciences, 2022
In this study, the effect of educational games, which are included in the alternative learning activities prepared by the researchers, on the learning environment will be investigated. In other words, the effect of educational games on the elimination of difficulties experienced by students in reading and writing natural numbers and the formation of permanent learning in students will be investigated. In the research, a quasi-experimental model with pretest-posttest control group was used. The population of the research consists of 5th grade secondary school students studying in one of the Eastern provinces of Turkey. The sample of the study consisted of 75 students studying in two branches of the 5th grade of a primary school located in the city center of the same province in the 2021-2022 academic year. According to the results of the research, while the permanence of the success in learning activities with educational games was ensured, the success achieved with the traditional teaching method was not permanent. In this context, as a result of the research, it has been seen that educational games are a successful activity in providing learning and making it permanent.
The aim of this research was to examine the improvement of counting numbers process in early math among B group students through leng kali leng traditional game. The participants were 20 children from B group. They were in 5-6 years old. A leng kali leng traditional game was used to teach early math. Research method used action research. The qualitative data were collected through classroom observation, check list and students' worksheet. The improvement of early math process skills were examined through descriptive statistic. Result showed that the early math process skills improved after the intervention of learning. The research also revealed that traditional game was motivating; it provides meaningful contexts for children to play mathematical ideas and skills while reducing the fear of failure and errors, since they can always play again.