Enhancing the Fourth Graders' Participation in Mathematics through the Utilization of E-Games

Authors

  • Jeffrey Balboa

Keywords:

utilization, participation, traditional

Abstract

INTRODUCTION

Mathematics is a powerful tool of the mind. It is regarded as a major core of cognitive learning and said to be the foundation of logical thinking and judgment. Knowing the fact that it is one of the most important subjects because all people use Mathematics all the time, from the moment people wake up and close their eyes to rest at night. However, among all the subjects, it is said to be one of the most difficult, because it involves numbers, equations and word problems our pupils do not like. The researcher was prompted to conduct a study about it because most of the pupils were not participative. On the part of the teacher it is really alarming and teachers need to address the problem. Teachers need to develop in them a positive attitude toward the subject to be able to learn the subject and improve their performance in Mathematics using E-Games which somehow enhances their performance inside the classroom during Mathematics time.

 

METHODS

The researcher made used of experimental method of research. This method attempts to find out the prevailing conditions and manipulates one or more variables and control and measure any change in other variables. The researcher taught the lesson using two methods which are traditional and the application of E-games.

 

RESULTS

During the educative process, the pupils were able to express themselves, very eager and excited for each question presented by the teacher. Eventually, it was observed that pupils have a deep understanding of the lesson because of the method being applied by the teacher. The use E-Games helped the fourth graders demonstrate understanding of the given concepts because applying this physical manipulation tool of objects to explore the structure. Likewise, pupils easily visualized the topic and they can easily communicate the mathematics language using the different effects that were catchy during the teaching and learning process.

 

DISCUSSIONS

The results implied that utilizing E-games during the teaching-learning process helped in improving pupils' participation in learning Mathematics. With the usage of E-games, the topic presented by the teacher was easily understood resulting to high participation level.

Published

2019-01-18