Learning Outcomes in Mathematics through the Implementation of E-Games Learning among Grade Six Pupils of Bagong Pook Elementary School

Authors

  • Aldine Panganiban

Keywords:

E-games, effectiveness, teaching and learning process

Abstract

INTRODUCTION

Learning Mathematics presents various challenges for many children. Motivating them with traditional teaching methods such as lectures and written materials becomes more difficult daily. That is why digital games and educational games are becoming increasingly considered to have a promising role in the education process. Teachers can ensure that learners are actively engaged in the learning process by providing tasks that match each individual needs and skills. In this study, the researcher wants to find out the effectiveness of E-Games on the learning outcomes in Mathematics among Grade Six pupils of Bagong Pook Elementary School.

METHODS

The descriptive method was employed to assess the effectiveness of E-Games in the learning outcomes of Grade Six pupils of Bagong Pook Elementary School. In this study, rank and weighted mean were the statistical tools used for data analysis. Respondents were the 40 Grade Six pupils (17 girls and 23 boys) from two sections of Grade Six who are currently studying this school year 2018-2019. Purposive sampling was employed in this study. It is used to select a sample which the researchers believed, based on prior information and knowledge of the sample respondents, will provide data needed in the study. For the responses in the researcher-made questionnaire, the Likert-Type Scale was considered.

RESULTS

Based on the result on how effective E-games is in improving the classroom learning environment, the result garnered the average weighted mean of 2. 75 and verbally interpreted as agree stating that E-Games can create an interactive environment in the classroom. As to effectiveness of E-Games in improving the learner's attitudes towards Mathematics, the average weighted mean is 3.58 and verbally interpreted as absolutely agree stating that E-Games were challenging yet time consuming. In the effectiveness of E-Games in improving Mathematics achievement of pupils, it garnered the average weighted mean of 3.33 with a verbal interpretation of absolutely agree indicating that using E-Games in teaching and learning process will improve their mathematical skills and knowledge on numeracy. On the advantages of using E-Games in the classroom, the average weighted mean is 3.41 and interpreted as absolutely agree stating that E-games help them with fast strategic thinking and problem solving.

DISCUSSIONS

The results demonstrated how effective E-Games was in the learning outcomes of Grade Six pupils of Bagong Pook Elementary School. Incorporating Mathematical games or E-Games into teaching could create a fun, interactive, and engaging learning environment for pupils and teachers. Educational games can be used as an effective form of teaching to increase the motivation of students, better understanding of the subject matter as well as improving collaboration among pupils.

Published

2019-01-18