IDEAS home Printed from https://ideas.repec.org/a/bcp/journl/v9y2025issue-4p2881-2889.html
   My bibliography  Save this article

Effectiveness of Math Legend (Ml) Game-Based Approach in Teaching Mathematics

Author

Listed:
  • Linche L. Rosil

    (Solomon P. Lozada National High School, Department of Education)

  • Elan M. Elpidang

    (Solomon P. Lozada National High School, Department of Education)

Abstract

Not all students like learning Mathematics. Some sees it as a boring and a burden subject. This factor contributes to the decreasing mean percentage score of the quarterly exam result. That is why, this study is realized, it is about an approach in teaching Mathematics that aims to know the significant difference in math performance between the Control and Experimental Groups of participants and when group according to their mathematical abilities; the significant interaction effect between the control and experimental groups and when group according to their mathematical abilities; and propose an intervention program based from the results of the study. The data gathered proved that both methods showed effectiveness to the both groups. On the other hand, above average in both methods failed to reject null hypothesis. These proves that that there is no effect in the said level and also in the below average level. In contrast, the data in the average level has difference in both methods. Thus, it implies that there is a significant difference in Math performance between control and experimental groups of students. It is therefore found out that the academic achievement of the between the Control and Experimental Groups of participants and when group according to their mathematical abilities has a significant difference. And there is no significant interaction effect between the control and experimental groups and when group according to their mathematical abilities. These concludes that students learning depends on them. There learning was not really impacted by the strategy used. Students learn in different situation may it a student-centered approach or the teacher-centered approach. Learning happens anytime and anywhere. They get more interested when they are involved and engage. It also makes them feel excited to be part of the game not realizing the importance of the game being an integration.

Suggested Citation

  • Linche L. Rosil & Elan M. Elpidang, 2025. "Effectiveness of Math Legend (Ml) Game-Based Approach in Teaching Mathematics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(4), pages 2881-2889, April.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-4:p:2881-2889
    as

    Download full text from publisher

    File URL: https://www.rsisinternational.org/journals/ijriss/Digital-Library/volume-9-issue-4/2881-2889.pdf
    Download Restriction: no

    File URL: https://rsisinternational.org/journals/ijriss/articles/effectiveness-of-math-legend-ml-game-based-approach-in-teaching-mathematics/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Behzad MOHAMMADIAN & Corina MARINESCU, 2023. "Gamification Effectiveness In Tourism Industry: Evidence From Human Resource Process Tracing," Proceedings of the INTERNATIONAL MANAGEMENT CONFERENCE, Faculty of Management, Academy of Economic Studies, Bucharest, Romania, vol. 17(1), pages 664-677, November.
    2. Arghya Ray & Muskan Jain & Lan Ma & Khalid Hussain Alhamzi & Ananya Ray & Long She, 2024. "The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 29(3), pages 1154-1174, September.
    3. Zhuoyao Cui & Haochen Yang, 2023. "From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms," SAGE Open, , vol. 13(4), pages 21582440231, November.
    4. Bach Q. Ho & Mai Otsuki & Yusuke Kishita & Maiko Kobayakawa & Kentaro Watanabe, 2022. "Human Augmentation Technologies for Employee Well-Being: A Research and Development Agenda," IJERPH, MDPI, vol. 19(3), pages 1-20, January.
    5. Liu, Song & Zhou, Hao, 2025. "Does gamified training improve training performance? A dual-pathway moderated mediation model," Journal of Business Research, Elsevier, vol. 188(C).
    6. Georgina Guillen & Juho Hamari, 2024. "Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators," Simulation & Gaming, , vol. 55(3), pages 366-390, June.
    7. An, Siyang & Cheung, Chi Fai & Willoughby, Kelvin W., 2024. "A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
    8. Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.
    9. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    10. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
    11. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    12. Alexandra Youssofi & Florence Jeannot & Eline Jongmans & Maud Dampérat, 2023. "Designing the digitalized guest experience: A comprehensive framework and research agenda," Post-Print halshs-04316014, HAL.
    13. Abhishek Behl & Brinda Sampat & Sahil Raj, 2025. "An empirical investigation of repeated donations on crowdfunding platforms during COVID-19," Annals of Operations Research, Springer, vol. 348(3), pages 1849-1877, May.
    14. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
    15. Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
    16. Juin-Ming Tsai & Shiu-Wan Hung & Guan-Ting Lin, 2022. "Continued usage of smart wearable devices (SWDs): cross-level analysis of gamification and network externality," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1661-1676, September.
    17. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
    18. Roberto Di Paolo & Veronica Pizziol, 2024. "Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program," Simulation & Gaming, , vol. 55(3), pages 391-417, June.
    19. Alvin Chung Man Leung & Radhika Santhanam & Ron Chi-Wai Kwok & Wei Thoo Yue, 2023. "Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment," Information Systems Research, INFORMS, vol. 34(1), pages 27-49, March.
    20. Judelyn M. Fundal & Rey S. Fuentebilla, 2025. "Differentiated Instruction and Gamification Strategies: An Investigation into the Student’s Academic Competence and Performance in Mathematics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(4), pages 1499-1509, April.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:bcp:journl:v:9:y:2025:issue-4:p:2881-2889. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Dr. Pawan Verma (email available below). General contact details of provider: https://rsisinternational.org/journals/ijriss/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.