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Effectiveness of Gamification on Learner’s Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic

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Joann Mae A. Antonio and Victoria E. Tamban, 2022. Effectiveness of Gamification on Learner’s Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic. United International Journal for Research & Technology (UIJRT), 3(3), pp.91-100.

Abstract

The covid-19 pandemic has brought great threats in many aspects of our lives, including the disruption of the education of our youth.  Nevertheless, the use of technology was highly utilized to continue the delivery of education amidst the pandemic. Gamification in learning is the process of applying game-related context in teaching and learning Mathematics. This study determined the effectiveness of gamification in improving the learners’ performance and attitude towards learning Mathematics amidst the covid-19 pandemic. The researcher used a quasi-experimental design where participants of the study were given a pre-test and pre-survey before the conduct of the study. The two groups have the same level of performance in Mathematics 8 and most likely similar attitudes towards Mathematics 8 before the study was conducted. The comparison group was taught using the conventional teaching technique in Online Distance Learning while the experimental group was taught with the Gamification technique. After the conduct of the study, both groups have a positive attitude towards mathematics, but t-test results showed no significant difference between pre-survey and post-survey mean scores of the experimental group. Therefore, gamification does not have a significant effect in improving the attitude of the students. Thus, the performance of the students between the comparison and experimental groups also has no significant difference after the study. However, t-test results showed that there is a significant improvement in the level of performance of the experimental group in Mathematics 8 with a large effect on size.

Keywords: Attitude in Mathematics, Gamification, Gamified Learning, Performance in Mathematics.

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