E-Games: Tool for Improving Academic Performance in Mathematics 8
Keywords:
e-games, math games, computer-game in mathAbstract
INTRODUCTION
Using technology as an aid in teaching and learning mathematics has become more prevalent with the accessibility of computers and other devices which supplements delivery of instruction. Over the last decade, a great re-emphasis has been given to integrating Information and Communication Technology (ICT) into the Mathematics classroom to help motivate students in the process of learning mathematical concepts to be used in real-life problem-solving activities. Technology is providing a new perspective in learning Mathematics. With the development of educational technology, teaching methods and strategies have begun to change. Alternative models of teaching with technology have surfaced to better sustain the interest of today's digital generation in the classroom.
METHODS
The study focused primarily on the assessment of E-Games used in teaching Mathematics 8 in Malapad na Parang National High School during the Third Grading Period of SY 2018-2019. Pretest and Posttest results were compared to see if there was any improvement in the performance of learners. A questionnaire was also administered to assess the effects of E-Games to the learners' performance and how it is utilized as a supplementary tool in learning Math concepts.
RESULTS
Theposttest result was 4.17 percent higher than the pretest result which implies that there is a great increase in the performance of the class. Moreover, the results of the assessment of E-Games show that effects on the students' performance were evident. On the other hand, utilizing E-Games as a supplementary tool in learning Math concepts was deemed highly evident.
DISCUSSIONS
The results had shown positive effects of the E-Games in improving the academic performance of students in Mathematics 8. Moreover, the tool was considered a new development to improve motivation, interest, and active participation of students in Mathematics class.