HomeCLOUDvol. 3 no. 1 (2015)

MATHPROBE: A WEBBASED INTERACTIVE LEARNING PLATFORM FOR SIXTH GRADE MATHEMATICS

Rachelle Lorraine Ando | Jed Brian Brodith | Guy Romelle Magayano | Justine Ryan Palomar | John Marco M. Pitlo

 

Abstract:

The Philippines has been continuously improving its education system. This is made evident with the implementation of outcomes-based education and K-12. It is with the aim of directing the focus into a more learner-centric approach. Despite this, students still find it difficult to learn mathematics. Its topics are uninteresting making learning it boring to many. This situation poses a great challenge to educators, especially in the primary and secondary education. With this, the researchers found it necessary to create a tool that would somehow diminish the seemingly boring nature of mathematics. By gamifying the learning and integrating it into an open communication system with social interaction and multiple collaborative mentoring, a learner-centric approach can be implemented. By using a constructive approach, the researchers tried to identify the components of mathematics particularly algebra, probability and statistics that can be gamified. A web-based game was created using an incremental software development process model. Various web technologies were utilized which made the tool more interactive. Black box testing was done in a school with the participation of their sixth grade students and mathematics teacher. White box testing was also done to ensure the quality and stability of the tool before deploying it. Results yielded a positive outcome for the evaluators.