HomeSARIRIT: The University Research Journal (formerly QSU Research Journal)vol. 14 no. 1 (Special Issue) (2025)

Interactive Learning Tools and Problem-Solving Skills of Student

Jelly Ann J. Saludares

Discipline: Education

 

Abstract:

This study aimed to examine the effectiveness of interactive learning games in enhancing the problem-solving skills of Grade 7 students in integer operations. A quasi-experimental, non-equivalent pretest-posttest control group design was utilized. The participants included 25 students from Cabaruan Integrated School (experimental group) and 30 from Dipintin High School (control group), selected through purposive sampling. Data were collected using a validated teacher-made test administered before and after the intervention. The experimental group engaged in game-based activities— Integer Quest, Respect the Majority, and Just Keep Solving—while the control group received traditional instruction through lectures and worksheets. Findings showed that both groups significantly improved their posttest scores. However, the experimental group demonstrated a greater mean gain (30.90) compared to the control group (21.25), with the difference being statistically significant (t = 4.043, p < .001) and a large effect size (Cohen’s d = 1.085). Further analysis revealed that both high- and low-performing students in the experimental group benefited from the games, with no significant gap in their respective gains, suggesting that the intervention supported inclusive learning outcomes. The results indicate that interactive learning games can effectively enhance students’ skills in fundamental integer operations. They also promote engagement and equitable learning across ability levels. It is recommended that teachers integrate game-based strategies in mathematics instruction to improve learning outcomes and sustain students’ interest in the subject.



References:

  1. Appiah, D. B. (2024). Gamification in education: Improving elementary mathematics through engagement in hybrid learning in the classroom. University of Education, Winneba.
  2. Balmaceda, J. M. P. (2020). The continuing value and relevance of mathematics appreciation courses. In W. Striełkowski (Ed.), Advances in social science, education and humanities research (pp. 4-8). Alantis Press. DOI: 10.2991/assehr.k.210508.034.
  3. Bayeck, R. Y. (2020). Examining board gameplay and learning: A multidisciplinary review of recent research. Simulation & Gaming, 51(4), 411-431. DOI: 10.1177/1046878119901286.
  4. Cielo, A. ., Lopez, M. P. ., Torres, J. ., Tenio, A. ., & Dela Fuente, A. L. (2019). Effectiveness of Traditional Method of Teaching in Academic Performance of General Academic Strand Students at Bestlink College of the Philippines. Ascendens Asia Singapore – Bestlink College of the Philippines Journal of Multidisciplinary Research, 1(1). https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1245.
  5. Child Research Net. (2025). Using educational math game program to improve students’ performance in mathematics. Child Research Net. https://www.childresearch.net/papers/school/2025_01.htm.
  6. Department of Education (DepEd). (2024). Matatag mathematics curriculum guide. https://www.deped.gov.ph
  7. Garcia, A. J., & Pasia, A. (2024). Game – Based Learning Strategy and Performance of Grade 2 Pupils in Mathematics. TWIST, 19(3), 307-312. https://twistjournal.net/twist/article/view/345.
  8. Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X. & Tai, R. (2023). Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review. International Journal of STEM Education, 10, 36 (2023). DOI: 10.1186/s40594-023-00424-9.
  9. Hui, H. & Mahmud, M. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: a systematic review. Frontiers Psychology, 14:1105806. DOI:  10.3389/fpsyg.2023.1105806.
  10. Jarvis, K. C. (2020). Using Gamification to increase engagement during  hybrid learning. Edutopia. https://www.edutopia.org/article/using-gamification-increase-engagement-during-hybrid-learning.
  11. Lalisan, J. M., & Cajandig, A. J. (2024). Game-Based Conceptual Approach in Improving Conceptual Understanding of Grade 7 Students. Psychology and Education: A Multidisciplinary Journal, 23(7), 912–919. DOI: 10.5281/zenodo.13310360.
  12. Liang, F. (2022). Auxiliary teaching of badminton basic movements based on wireless network communication and kinect. Journal of Sensors, 2022, 1-12. DOI: 10.1155/2022/9511009
  13. López-López, A., Aguilar, M. S., & Castaneda, A. (2021). Why teach mathematics?–A study with preservice teachers on myths around the  justification  problem  in  mathematics  education.  International  Journal  of  Mathematical  Education  in  Science  and Technology, 1-13. DOI: 10.1080/0020739x.2020.1864489.
  14. Medico, J. O., Nepangue, D. S., & Derasin, L. M. C. (2023). The impact of digital gamification and traditional-based learning on students’ mathematics achievement: evidence from the Philippines. Journal of Data Acquisition and Processing, ISSN: 1004-9037. DOI: 10.5281/zenodo.778108.
  15. Mengote Jr., P. L. (2020). Increasing Mathematics Performance of Grade 8 Learners through Computer-Based Interactive Learning Activities. International Journal in Information Technology in Governance, Education and Business, 2(1), 36–43.
  16. Norton, B. J. (2024). Comparing traditional and modern teaching methods in mathematics education: Effects on undergraduate students’ achievement and motivation. Psi Chi Journal of Psychological Research, 29(2), 150-157. DOI: 10.24839/2325-7342.jn29.2.150
  17. Orbon, C. & Sapin, S. (2022). Effectiveness of game-based learning instructional materials in enhancing the mathematics performance of grade 8 learners. The Asian Journal of Education and Human Development (AJEHD), 3(1). DOI: 10.69566/ajehd.v3i1.41.
  18. Servallos, N. J. (2023, December 7). PISA: Philippines 5 to 6 years behind. Philstar.com. https://www.philstar.com/headlines/2023/12/07/2317044/pisa-philippines-5-6-years-behind.
  19. Tavares, C. (2022). The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review. Nurse Education Today, 109, 105234. DOI: 10.1016/j.nedt.2022.105234.
  20. Yu, Z., Gao, M., & Wang, L. (2020). The effect of educational games on learning outcomes, student motivation, engagement, and satisfaction. Journal of Educational Computing Research, 58(7), 1315–1335. DOI: 10.1177/0735633120969214CoLab+3.