Enhancing math learning through gamification:
| creativework.keywords | educational technology, mathematics learning, roblox | |
| dc.contributor.advisor | Patacsil, Joseph A. | |
| dc.contributor.author | Concubierta, Anthony Geoff Angelo S. | |
| dc.contributor.author | Boado, Elijah Nathan T. | |
| dc.contributor.author | Campos, Jobert F. | |
| dc.contributor.author | Madrio, Marben Antony L. | |
| dc.contributor.chair | Bangug, Cristy M. | |
| dc.contributor.committeemember | Rodriguez, Marylen D. | |
| dc.contributor.committeemember | Marquez, Jansen Paul R. | |
| dc.date.accessioned | 2026-04-22T02:00:19Z | |
| dc.date.available | 2026-04-22T02:00:19Z | |
| dc.date.issued | 2025-11 | |
| dc.description | Full text | |
| dc.description.abstract | This study developed Number Hunt, a Roblox-based educational game designed to enhance Grade 7 mathematical proficiency through gamification. Utilizing the Agile-XP methodology, the researchers created interactive mechanics for three key topics: sets, polynomials, and geometry. Evaluation involved seven experts and 30 Grade 7 students using the Game-Based Learning Approach (GBLA) and Game Experience Questionnaires (GEQ). Expert GBLA results indicated "Good Acceptability" across Knowledge (3.00), Perception (2.81), and Attitude (3.11), validating its pedagogical value. Student GEQ results reflected a "Positive Experience" (mean: 4.19), with a high Challenge score (4.31) signaling strong engagement and motivation. These findings demonstrated that Number Hunt effectively promoted student involvement and learning pleasure by successfully integrating curriculum-aligned goals with immersive gameplay. By balancing challenge and education, the platform served as a viable tool for improving mathematical learning outcomes. | |
| dc.format.extent | ix, 73 p.: ill. (col.). | |
| dc.identifier.citation | Concubierta, A. G. A. S., Boado, E. N. T., Campos, J. F., & Madrio, M. A. L. (2025). Enhancing math learning through gamification: A roblox-based approach for student engagement. [Unpublished Undergraduate Thesis]. Don Mariano Marcos Memorial State University - Mid La Union Campus, City of San Fernando, La Union. Lakasa ti Sirib, DMMMSU Institutional Repository. | |
| dc.identifier.uri | https://lakasa.dmmmsu.edu.ph/handle/123456789/1363 | |
| dc.language.iso | English | |
| dc.publisher | Don Mariano Marcos Memorial State University – Mid La Union Campus | |
| dc.rights.license | CC By 4.0 | |
| dc.sdg | SDG 4 | |
| dc.subject | Educational technology | |
| dc.subject | Computer-assisted instruction | |
| dc.subject | Educational innovations | |
| dc.subject | Web-based instruction | |
| dc.subject | Computer managed instruction | |
| dc.subject | Teaching machines | |
| dc.subject | High technology and education | |
| dc.subject | Learning--Mathematical models | |
| dc.subject | Learning, Psychology of--Mathematical models | |
| dc.subject | Machine learning--Mathematical models | |
| dc.subject | Learning models (Stochastic processes) | |
| dc.subject | Learning curve (Industrial engineering)--Mathematical models | |
| dc.subject | Cognitive learning--Mathematical models | |
| dc.subject | Verbal learning--Mathematical models | |
| dc.subject | Roblox (Computing platform) | |
| dc.subject | Roblox (Video game) | |
| dc.title | Enhancing math learning through gamification: | |
| dc.title.alternative | A roblox-based approach for student engagement | |
| dc.type | Thesis | |
| dcterms.accessRights | Open access | |
| thesis.degree.discipline | College of Information Technology | |
| thesis.degree.level | Undergraduate | |
| thesis.degree.name | Bachelor of Science in Information Technology |
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