Utilizing Digitized Game-Based Learning Approach for Students’ Interest and Achievement in Grade 7 Mathematics
DOI:
https://doi.org/10.5281/zenodo.23840645Keywords:
digitized game-based learning, Grade 7 Mathematics, mathematics interest, academic achievement, algebraic competencies, quasi-experimental designAbstract
This study examined the use of digitized game-based learning activities to support Grade 7 students’ interest and mathematics achievement at Demetrio L. Alviola National High School, Bindoy, Negros Oriental, during school year 2025–2026. A quantitative quasi-experimental pretest–posttest design with a survey component involved 120 learners, consisting of 60 in the control group and 60 in the experimental group. The control group received conventional mathematics instruction, while the experimental group participated in a four-week digitized game-based approach. A 48-item competency test, an adapted 20-item mathematics-interest questionnaire, and a learning-style inventory informed data collection. Frequency, percentage, mean percentage scores, descriptive statistics, Wilcoxon tests, and Mann–Whitney U tests were used for analysis. The experimental group’s overall mathematics mean percentage score increased from 70.11% to 79.13%, compared with 68.20% to 74.55% in the control group. The experimental group’s composite interest rating rose from 3.33 (moderate) to 3.86 (high), with significant pre–post differences reported across all four interest dimensions. However, the between-group difference in learning gains was significant only for the bar-models-and-equations competency (p = .021); the other three competencies showed no significant between-group differences. The reported interest–competence association was nonsignificant (p = .875). The findings support digitized game-based activities as a supplementary strategy for improving students’ mathematics interest, while indicating more limited evidence of advantages in achievement across all targeted competencies.
Downloads
References
Akmad, A., & Abatayo, A. V. (2024). Caught in the slow lane: Effects of unstable internet connectivity on accessing academic resources and collaborative learning. Journal of Interdisciplinary Perspectives, 2(9), 278–286. https://doi.org/10.69569/jip.2024.0370
Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education, 200, 104806. https://doi.org/10.1016/j.compedu.2023.104806
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Cayang, J. A., & Ursabia, E. M. (2024). Leveling up mathematical skills: The effectiveness of game-based learning. Journal of Interdisciplinary Perspectives, 2(7), 784–791. https://doi.org/10.69569/jip.2024.0087a
Chand, S. P. (2023). Constructivism in education: Exploring the contributions of Piaget, Vygotsky, and Bruner. International Journal of Science and Research, 12(7), 274–278. https://doi.org/10.21275/SR23630021800
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K–12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13335
Department of Education. (2015). Policy guidelines on classroom assessment for the K to 12 basic education program (DepEd Order No. 8, s. 2015). https://www.deped.gov.ph/2015/04/01/do-8-s-2015-policy-guidelines-on-classroom-assessment-for-the-k-to-12-basic-education-program/
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5
Fleming, N. D. (1987). VARK questionnaire. VARK Learn. https://vark-learn.com/the-vark-questionnaire/
Getenet, S. (2024). The influence of students’ prior numeracy achievement on later numeracy achievement as a function of gender and year levels. Mathematics Education Research Journal, 36(4), 745–766. https://doi.org/10.1007/s13394-023-00469-7
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, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806
Hwang, G.-J., & Chen, P.-Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 100459. https://doi.org/10.1016/j.entcom.2021.100459
Organisation for Economic Co-operation and Development. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. OECD Publishing. https://www.oecd.org/en/publications/pisa-2022-results-volume-i_53f23881-en.html
Ozyildirim, G. (2022). Time spent on homework and academic achievement: A meta-analysis study related to results of TIMSS. Psicología Educativa, 28(1). https://doi.org/10.5093/psed2021a30
Pan, Y., Ke, F., & Xu, X. (2022). A systematic review of the role of learning games in fostering mathematics education in K–12 settings. Educational Research Review, 36, 100448. https://doi.org/10.1016/j.edurev.2022.100448
Pilon, L., & Ruales, G. (2024). The use of teacher-made digital games in teaching mathematics 3. Psychology and Education: A Multidisciplinary Journal, 24(10), 1187–1197. https://doi.org/10.5281/zenodo.13730322
Ramli, I. S. M., Maat, S. M., & Khalid, F. (2020). Game-based learning and student motivation mathematics. International Journal of Academic Research in Progressive Education and Development, 9(2). https://doi.org/10.6007/IJARPED/v9-i2/7487
Republic Act No. 10533. (2013). Enhanced Basic Education Act of 2013. Official Gazette. https://www.officialgazette.gov.ph/2013/05/15/republic-act-no-10533/
Rocha, F. B. N. d., Costa, J. E., Rodrigues Maia, J. G., & Filho, J. A. d. C. (2022). Digital games in mathematics teaching and learning processes: A focus on high school. Research, Society and Development, 11(10), e183111032748. https://doi.org/10.33448/rsd-v11i10.32748
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w
Schukajlow, S., Rakoczy, K., & Pekrun, R. (2023). Emotions and motivation in mathematics education: Where we are today and where we need to go. ZDM – Mathematics Education, 55, 249–267. https://doi.org/10.1007/s11858-022-01463-2
Sulpico, C., Lapis, R. J., Paner, N. R., Sagaral, M. I., Tura, J., Vismanos, M., Ibona-Mabini, L. M., & Petancio, J. A. (2025). Improving grade 7 mathematics outcomes through game-based learning: An action research study. The Normal Lights, 19(1). https://doi.org/10.56278/tnl.v19i1.3132
Tepho, S., & Srisawasdi, N. (2023). Assessing impact of tablet-based digital games on mathematics learning performance. Engineering Proceedings, 38(1), 41. https://doi.org/10.3390/engproc2023038041
United Nations. (2015). Transforming our world: The 2030 Agenda for Sustainable Development. https://sdgs.un.org/2030agenda
Vankúš, P. (2021). Influence of game-based learning in mathematics education on students’ affective domain: A systematic review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986
Voon, S. H., & Amran, M. S. (2021). Application of constructivist learning theory in mathematical learning. Sains Insani, 6(2). https://doi.org/10.33102/sainsinsani.vol6no2.285
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.