Effects of the Integration of Technology in Teaching and Learning Mathematical Concept among G-10 Talisay
Keywords:
:technology integration, pertinent data, innovativeAbstract
INTRODUCTION
The problem addressed in this study was the positive effects of technology integration in teaching mathematical concepts and in attitudes and learning of the students.
The effect of technology on students' interest in learning the mathematics of Grade-10 Talisay was investigated. Pre and post-student assessment surveys, the student has written comments, and teacher observations were used to record changes for learning mathematics during the first quarter of the school year 2017-2018.
METHODS
The research is based on the survey questionnaire design. This survey is used to establish opinions of respondents about a particular issue on the effect of integration of technology in teaching and learning mathematical concepts.One of the sections of the Grade 10 class of GFLMNHS was respondents in this study. They composed of 46 students from G-10 Talisay class. This section was handled by the researcher and at the same time his advisory class. This section was divided into two sets of categories. The first set was composed of students without the integration of technology in teaching and learning math during the first rating period of chapter1. The second set was composed of the same students with the integration of technology in teaching and learning Math with the same rating period in the next chapter. To gather pertinent data, the researcher used questionnaire, observation, and interview on how the technology integration affected their learning.
RESULTS
Comparisons between the Pre and Post results based on the implementation of numeracy assessment tool with an integration of technology in teaching math and without the integration of technology.
DISCUSSIONS
The results demonstrate the effect of teaching that involved the integration of technology and without the integration of technology with regards to the learning outcomes of the learners. Multiple activities, games, and puzzles were required for the success of the innovation designed.