Numeracy tools with E-Games as an Efficacy Factor of the Grade Vi Learners in Barigon Elementary School

Authors

  • April Joy Briva
  • Rizza C. Biscocho

Keywords:

numeracy, perception, E-games

Abstract

INTRODUCTION

This study aims to know the effectiveness of numeracy tools with e-games among the Grade 6 pupils in Barigon Elementary School. Students could get a noticeable fast learning mechanism and would have a good numerical capacity depending on the learning tools being used inside the classroom, especially in Mathematics.

METHODS

The researchers have chosen the selective sampling method wherein they relied on the chosen set of the population to participate in the study. To gather the perception of the students regarding the effectiveness of numeracy tools with E-Games, researchers disseminated survey questionnaires. This study also used the Pre and Post-test Assessment and compared the results.

RESULTS

Before the implementation of numeracy tool with e-games, there was a positive and negative perception of pupils regarding Mathematics class. It can be seen from the table that there were 23 pupils or almost 85% of the respondents enjoyed Mathematics class but 19 pupils or 70% respondents answered that they do not fully understand the competencies in Mathematics. There is a difference in the outcome of MPS, SD and Mean Result of the Pre-test and Post-Test. In terms of the MPS between the two, there was a difference of 10.29 from the 78.67 and 88. 96 scores. In relation to the Standard Deviation Score, it can be observed that there was a gap of 1.13 score between 2.56 of the pre-test and 3.69 from the post-test. As a result, the mean score of pre-test39.33 and the post-test of 44.48 the difference was 5.15.

DISCUSSIONS

This study has proven that Numeracy tools with e-games are an efficacy factor in learning among the selective group of learners -Grade VI pupils of Barigon Elementary School. The result of the pre-test and post-test was tallied, tabulated, and interpreted to recognize its effectiveness. Continuous implementation of numeracy tool with E-games shall be applied in classroom instruction to enhance the academic performance of pupils.

Published

2019-01-18