Research Article

Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon

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Psych Educ Multidisc J, 2025, 48 (3), 273-288, DOI: https://doi.org/10.70838/pemj.480301, ISSN 2822-4353
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Abstract

This study examined the effect of gamification on improving the Mathematics performance of Grade 7 learners at Bantad National High School, Gumaca, Quezon. Utilizing a quasi-experimental pretest-posttest design, it compared learners' performance before and after the implementation of gamified lessons across six content areas: data collection, statistical graphs, integers, operations with integers, simplification of numerical expressions, and absolute value. Results revealed marked improvement, with the grand mean score increasing from 1.89 (MPS = 28.69%) to 5.51 (MPS = 82.75%), yielding a mean gain score of 3.62 and a mean gain percentage of 54.06%. The Independent Sample T-Test indicated a statistically significant difference between learners' post-test results and their Target Index of Mastery (t = 3.541, p = 0.017), with a mean difference of 7.73 points. These findings confirm that gamification significantly enhances students' engagement, conceptual understanding, and mastery of mathematical skills. The study implies that integrating game-based learning, particularly through digital platforms such as Kahoot, aligns with the MATATAG curriculum's goal of fostering active and enjoyable learning. It is recommended that mathematics educators and curriculum planners adopt gamified strategies to sustain learner motivation, improve academic outcomes, and bridge performance gaps in mathematics education.

Keywords performance mathematics gamification game-based learning Grade 7 Learners
Authors 2

The team behind this paper

2 authors, 2 institutions.

This paper Bantad National High School Department of Education — Philippines Bantad National High Sc… 1 author Colegio de la Ciudad de Tayabas — Philippines Colegio de la Ciudad de… 1 author Dwinson Borbe — corresponding author DB Dwinson Borbe ✉ Rogel Limpiada RL Rogel Limpiada

Readership

698 reads over 13 months.

October 2025 October 2026

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This article is token #6590 of SciMatic Articles (ERC-1155): 1,000,000 tokens, minted once, never more. The chain also stores a fingerprint (SHA-256) of the article's record, so anyone can check that it has not been altered.

HolderWalletTokens
SciMatic 0xc35709…277732 100,000 (10%)
Dwinson Borbe 0x2F421A…B657D6 450,000 (45%)
Rogel Limpiada 0x2406eD…f500B8 450,000 (45%)
Content hash 0x2f52dc8735170e8d2c478052f775442c7778c00428ac20e2587b28bd5cfcdaa6

Bibliographic Information

Dwinson Borbe, Rogel Limpiada, (2025). Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon, Psychology and Education: A Multidisciplinary Journal, 48(3): 273-288
Bibtex Citation
@article{dwinson_borbe2025pemj,
author = {Dwinson Borbe and Rogel Limpiada},
title = {Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2025},
volume = {48},
number = {3},
pages = {273-288},
doi = {10.70838/pemj.480301},
url = {https://scimatic.org/index.php/show_manuscript/6590}
}
APA Citation
Borbe, D., Limpiada, R., (2025). Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon. Psychology and Education: A Multidisciplinary Journal, 48(3), 273-288. https://doi.org/10.70838/pemj.480301

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