Digital Game-Based Learning and the Mathematics Achievement Scores of Grade 7 Students of General Santos City National Secondary School of Arts and Trades
Dexter John Yumang
Discipline: Mathematics
Abstract:
The purpose of this quantitative experimental research was to examine the effects of digital game-based learning
(DGBL) on students’ Mathematics achievement scores. This study started with a problem about the 2003 report on
TIMMS, that the Philippines ranked 23rd in Mathematics and Science which implies a low performance of Grade 8
students in Mathematics. The “low mastery” of performance creates an idea from the researcher to conduct
experimental research about one of the drivers to motivate the students and somehow results to high achievement
score. Thus, the research was conducted to identify the effects of the new teaching strategy of using digital gamebased learning on student’s achievement score, compare results of achievement scores between traditional teaching
and DGBL and make suggestions for improving student’s performance in teaching and learning Mathematics in this
time of Pandemic were the education paradigm transformed to digital distance learning. The study was participated
by Grade 7 students of General Santos City National Secondary School of Arts and Trades. The design of this research
divided the respondents into 2 groups wherein the first group was called control group. The control group undergone
a supplementary instruction called traditional teaching. The other group was called the experimental group wherein
they undergone a supplementary instruction called Digital Game-Based Learning or DGBL. A pre-test was given
before the participants were exposed to traditional teaching and DGBL and a post-test after they were exposed to the
2 treatments. The importance of this study is to provide educators with knowledge about the effects to DGBL into
student’s Mathematics achievement scores. There was a statistical significant difference between Mathematics
achievement scores of the students exposed to than that of achievement scores of the students who are exposed to the
traditional teaching.
References:
- ABS-CBN News. (2009, September 4). Deped: NAT Results Show Steady Improvement. ABS-CBN News. Https://News.Abs-Cbn.Com/Nation/Youth/09/03/09/Deped-Nat-Results-Show-Steady-Improvement.
- Adachi, P. J., C., & Willoughby, T. (2013). More Than Just Fun And Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, And Academic Grades. Journal Of Youth And Adolescence, 42(7), 1041-52.Doi: Http://Dx.Doi.Org/10.1007/S10964-013-9913-9.
- Albano, E. (2019, September 25). Grade 6 NAT Scores At ‘Low Mastery’ Level. The Manila Times. Https://Www.Manilatimes.Net/2019/09/26/Campus-Press/Grade-6-Nat-Scores-At-Low-Mastery-Level/621772/.
- Albano, G. (2012). A Knowledge Skill Competencies E-Learning Model In Mathematics. Scholarly Journals, 9(1), 306–319. Https://Search.Proquest.Com/Docview/926417504?Accountid=50176.
- Algebra. (2020). In Merriam-Webster Dictionary. Merriam-Webster, Incorporated. Https://Www.Merriam-Webster.Com/Dictionary/Algebra
- All, A., Castellar, E. N. P., & Van Looy, J. (2015). Towards A Conceptual Framework For Assessing The Effectiveness Of Digital Game-Based Learning. Computers & Education, 88, 29-37. Doi.Org/10.1016/J.Compedu.2015.04.012.
- All, A., Castellar, E. N. P., & Van Looy, J. (Eds.). (2014). Defining Effectiveness Of Digital Game-Based Learning: A Socio-Cognitive Approach (Vol. 2, Issue 1). Https://Search.Proquest.Com/Docview/1674246393?Accountid=50176.
- Altinbasak, E. (2020, April). Designing Schools For Future: Comparison Of Teacher Attitudes And Preferences Toward Classroom Environment (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1879419135?Accountid=50176.
- Antonelli, S. (2019). Teacher Perceptions Of Technological Knowledge And Pedagogy In Mathematics Instruction In A NortheastState (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2217096958?Accountid=50176.
- Aparicio, M., Bacao, F., & Oliveira, T. (2016). An E-Learning Theoretical Framework. Journal Of Educational Technology & Society, 19(1), 292-307. Https://Search.Proquest.Com/Docview/1768612693?Accountid=50176.
- Ash, K. (2010). Educational Technology: “Teachers’ Use Of Educational Technology In U.S. Public Schools: 2009”. Education Week, 29(31), 4. Https://Search.Proquest.Com/Docview/313912118?Accountid=50176.
- Asmundis, R. D., Bitonto, P. E., D’Aprile, G., & Severino, A. U. (2015). Social, Constructivist And Informal Learning Processes: Together On The Edge For Designing Digital Game-Based Learning Environments. The Italian E-Learning Association Journal, 11(3),23-39. Https://Www.Researchgate.Net/Publication/282335940_Social_Constructivist_And_Informal_Learning_Processes_Together_On_The_Edge_For_Designing_Digital_Game-.
- Auman, C. (2011). Using Simulation Games To Increase Student And Instructor Engagement. College Teaching, 59(4), 154–161.
- Bainas, L. (2012, September 2). Math Games Intriguing, Motivating: [Final Edition]. Postmedia Network Inc. Https://Search.Proquest.Com/Docview/358046189?Accountid=50176.
- Balagiu, A., Zechia, D., & Patesan, M. (Eds.). (2019). Students Powerpoint Presentations As Assessment Tool For Learning Evaluation (Vol. 2, Issue 1). Https://Search.Proquest.Com/Docview/2213791725?Accountid=50176.
- Band, G. P. H., Basak, C., Slagter, H. A., & Voss, M. W. (2016). Editorial: Effects Of Game And Game-Like Training On Neurocognitive Plasticity. Frontiers In Human Neuroscience, Doi: Http://Dx.Doi.Org/10.3389/Fnhum.2016.00123.
- Baylor University, Mathematics Teacher, & National Council Of Teachers Of Mathematics. (2020). Baylor University’s Trena Wilkerson Is The New Leader Of The National Council Of Teachers Of Mathematics. Journal Article, 1. Https://Search.Proquest.Com/Docview/2393233979?Accountid=50176.
- Benson, Christy Hall,C.L.A., N.C.C.P. (2012). Presentation Perfect: Tips For Creating Effective Powerpoint Presentations. Paralegal Today, 29(1), 33. Https://Search.Proquest.Com/Docview/1010041674?Accountid=50176.
- Bezzina, S., & Ministry For Education And Employment, Malta (Eds.). (2019). Games, Design And Assessment: How Game Designers Are Doing It Right: Vol. XIII. Https://Search.Proquest.Com/Docview/2317985828?Accountid=50176.
- Bilgin, C., Baek, Y., & Park, H. (2015). How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning. Journal Of Educational Computing Research, 53(2), 155-182. Doi:10.1177/0735633115598496.
- Bogott, T. (2020, January). An Exploration Of Technology Integration Using Digital Game-Based Learning Within Early Childhood Settings (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1961180994?Accountid=50176.
- Boot, W. R., Blakely, D. P., And Simons, D. J. (2011). Do Action Video Games Improve Perception And Cognition? Frontiers Psychology, 2(226). Doi:10.3389/Fpsyg.2011.00226.
- Bough, A. (2020, July). Differences In Kindergarteners’ Academic Referrals And Behavioral Referrals In Play-Based And Non-Play-Based Classrooms (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2036416308?Accountid=50176.
- Bragg, L. A. (2012). Testing The Effectiveness Of Mathematical Games As A Pedagogical Tool For Children’s Learning. International Journal Of Science And Mathematics Education, 10(6), 1445-1467. Doi:10.1007/S10763-012-9349-9.
- Bureau Of Education, Association Of Southeast Asian Nations-ASEAN, Organization For Economic Cooperation & Development, & Department Of Education. (2019, December 6). Philippines: Worst PH Ranking In Math, Science, Reading Prompts Deped Review. Asia News Monitor. Https://Search.Proquest.Com/Docview/2321731117?Accountid=50176.
- Busch, C., Conrad, F., & Steinicke, M. (2013). Digital Games And The Hero’s Journey In Management Workshops And Tertiary Education: EJEL. Electronic Journal Of E-Learning, 11(1), 3-15. Https://Search.Proquest.Com/Docview/1501691101?Accountid=50176.
- Carrillo, E. (2020, July). Digital Game-Based Learning: An Analysis Of Teacher Preparation (Dissertation). Proquest Dissertations And Theses. Https://Search.Proquest.Com/Docview/2234237055?Accountid=50176.
- CBS Interactive Inc. (2019, October 17). Sync Buzzer For Android. CNET. Https://Download.Cnet.Com/Sync-Buzzer/3000-31711_4-78264454.Html
- Cermak-Sassenrath, D., & IT-University, Copenhagen, Denmark (Eds.). (2019). Current Challenges In Gamification Identified In Empirical Studies. Https://Doi.Org/10.34190/EEL.19.065. Chan, K. & Leung, S. (2014). Dynamic Geometry Software Improves Mathematical Achievement: Systematic Review And Meta- Analysis. Journal Of Educational Computing Research, 51(3), 211-325. Doi:10.2190/EC.51.3.C.
- Chang, Y. C., Peng, H. Y., & Chao, H. C. (2010). Examining The Effects Of Learning Motivation And Of Course Design In An Instructional Simulation Game. Journal Interactive Learning Environments, 18(4), 319–339. Https://Doi.Org/10.1080/10494820802574270.
- Charbonneau-Gowdy, P., Salinas, D., & Pizarro, J. (Eds.). (2016). Moving Away From Comfort Zones: Working In Community With Teacher Educators To Promote E-Learning Classroom-Based Research. Https://Search.Proquest.Com/Docview/1860070642?Accountid=50176.
- Chen, C., Chun-Chao, S., & Law, V. (2020). The Effects Of Competition In Digital Game-Based Learning (DGBL): A Meta-Analysis. Educational Technology, Research And Development, 68(4), 1855-1873. Doi: Http://Dx.Doi.Org/10.1007/S11423-020-09794-1
- Chen, C.-H., Wang, K.-C., & Lin, Y.-H. (2015). The Comparison Of Solitary And Collaborative Modes Of Game-Based Learning On Students’ Science Learning And Motivation. Educational Technology & Society, 18(2), 237+. Retrieved From Http://Link.Galegroup.Com.Proxy.Lib.Uni.Edu/Apps/Doc/A419268906/AONE?U=Uni_Rodit&Sid=AONE&Xid=F7a99083
- Chepete, P. (2020, February). Modeling Of The Factors Affecting Mathematical Achievement Of Form 1 Students In Botswana Based On The 2003 Trends In International Mathematics And Science Study (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/304607066?Accountid=50176
- Chewning, R. M. (2019, October). Secondary English Teachers Dispositions Toward Technology Integration In One To One Environments (Dissertation). Proquest Dissertations And Theses. Https://Search.Proquest.Com/Docview/1753889579?Accountid=50176.
- Chin-Lung Hsu, & Hsi-Peng, L. (2014). Why Do People Play On-Line Games? An Extended TAM With Social Influences And Flow Experience. Information & Management, 41(7), 853-868. Https://Search.Proquest.Com/Docview/237020993?Accountid=50176.
- Coleman, T.E., Money, A.G. (2020). Student-Centred Digital Game–Based Learning: A Conceptual Framework And Survey Of The State Of The Art. Higher Education.79, 415–457. Https://Doi.Org/10.1007/S10734-019-00417-0
- Cooper, L. R. (2020, January). Digital Game-Based Learning And The Mathematics Achievement Of Gifted Students (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2103953533?Accountid=50176.
- Cortright, R.N., Lujan, H.L., Blumberg, A.J., Cox, J.H., Dicarlo, S.E. (2013). Higher Levels Of Intrinsic Motivation Are Related To Higher Levels Of Class Performance For Male But Not Female Students. Advances In Physiology Education, 37, 227-232. Doi: 10.1152/Advan.00018.2013.
- Daily Tribune. (2013, May 13). Al Zayani Participates In E-Learning Conference. Daily Tribune. Https://Search.Proquest.Com/Newspapers/Al-Zayani-Participates-E-Learning-Conference/Docview/1350264997/Se-2?Accountid=50176
- Danish, J., Saleh, A., Andrade, A., & Bryan, B. (2017). Observing Complex Systems Thinking In The Zone Of Proximal Development. Instructional Science, 45(1), 5-24. Doi: Http://Dx.Doi.Org/10.1007/S11251-016-9391-Z.
- Davis, J. (2019). GAF: From A Conceptual Framework To A Model Of Learning In Educational Gaming. Reading: Academic Conferences International Limited. Doi: Http://Dx.Doi.Org/10.34190/GBL.19.018.
- De Freitas, S. (2018). Are Games Effective Learning Tools? A Review Of Educational Games. Journal Of Educational Technology & Society, 21(2), 74-84. Https://Search.Proquest.Com/Docview/2147906129?Accountid=50176.
- De La Villa, A., García, A., García, F., & Rodríguez, G. (2017). The New Technologies In Mathematics: A Personal History Of 30 Years. The International Journal For Technology In Mathematics Education, 24(2), 67-73. Doi: Http://Dx.Doi.Org/10.1564/Tme_V24.2.03.
- Del Rosario, A. Q. (2020, April). Personal Uses Of Technology By Teachers: A Study Of How Teachers Incorporate Their Personal Uses Of Technology Into Their Classrooms (Dissertation). Proquest Dissertations Publishing Https://Search.Proquest.Com/Docview/1680842531?Accountid=50176.
- Denham, A. R., Mayben, R., & Boman, T. (2016). Integrating Game-Based Learning Initiative: Increasing The Usage Of Game-Based Learning Within K-12 Classrooms Through Professional Learning Groups. Techtrends, 60(1), 70-76. Doi: Http://Dx.Doi.Org/10.1007/S11528-015-0019-Y.
- Dennis, L. R., & Stockall, N. (2015).Using Play To Build The Social Competence Of Young Children With Language Delays: Practical
- Guidelines For Teachers. Early Childhood Education Journal, 43(1), 1-7. Department Of Education. (2020, July 20). Deped Order No. 18, S. 2020 – Policy Guidelines For The Provision Of Learning Resources In The Implementation Of The Basic Education Learning Continuity Plan [Press Release] Https://Www.Deped.Gov.Ph/Wp- Content/Uploads/2020/08/DO_S2020_018.Pdf
- Department Of Education. (2020, July 1). Deped Prepares Self-Learning Modules For Education’s New Normal [Press Release]. Https://Www.Deped.Gov.Ph/2020/07/02/Deped-Prepares-Self-Learning-Modules-For-Educations-New-Normal/.
- Department Of Education. (2020). Guidelines On The Use Of The Most Essential Learning Competencies (Melcs). Deped Commons. Retrieved August 23, 2020, From Https://Commons.Deped.Gov.Ph/MELCS-Guidelines.Pdf.
- Department Of Education. (2019, December 4). Statement On The Philippines’ Ranking In The 2018 PISA Results [Press Release]. Https://Www.Deped.Gov.Ph/2019/12/04/Statement-On-The-Philippines-Ranking-In-The-2018-Pisa-Results/.
- Department Of Education. (1989, December 4). DO 111, S. 1989 – Policies And Standards For The Basic Sciences [Press Release]. Https://Www.Deped.Gov.Ph/1989/12/04/Do-111-S-1989-Policies-And-Standards-For-The-Basic-Sciences/.
- Deped Commons (2020). Guidelines On The Use Of Most Essential Learning Competencies (Melcs) [Press Release] Https://Commons.Deped.Gov.Ph/MELCS-Guidelines.Pdf
- Deped Pampanga (2020), Depeds First Modular Distance Learning. [Press Release] Https://Depedpampanga.Com/2021/03/10/Depeds-First-Modular-Distance-Learning/
- Deped. (2020, Jul 03). Most Students Prefer ‘Modular’ Learning Over Online. Manila Bulletin Retrieved From Https://Www.Proquest.Com/Newspapers/Deped-Most-Students-Prefer-Modular-Learning-Over/Docview/2420041747/Se-2?Accountid=50176
- Devary, S. (2015). Educational Gaming: Interactive Edutainment. Distance Learning; Greenwich, 5(3), 35–44. Https://Search.Proquest.Com/Docview/230732179?Accountid=50176.
- Divjak, B., & Tomić, D. (2011). The Impact Of Game-Based Learning On The Achievement Of Learning Goals And Motivation For Learning Mathematics-Literature Review. Journal Of Information And Organizational Sciences, 35(1), 15–30.
- Dizikes, P. (2013, October 22). The Beer Game A Rite Of Passage For New Sloan MBA Students Provides Lessons In Systems Thinking. MIT Technology Review. Https://Www.Technologyreview.Com/2013/10/22/175775/The-Beer-Game/.
- Dow Jones & Company Inc. (2020, July 2). Kahoot!: Oslo, July 2, 2020 - Kahoot! As, (Kahoot-Me) Trading Update Q2 2020. Dow Jones Institutional News. Https://Search.Proquest.Com/Docview/2419571261?Accountid=50176.
- Egenfeldt-Nielsen, S. (2010). Third Generation Educational Use Of Computer Games. Journal Of Educational Multimedia And
- Hypermedia, 16(3), 263-281. Https://Search.Proquest.Com/Docview/205853496?Accountid=50176.
- Ellis, D. (Ed.). (2015). Using Padlet To Increase Student Engagement In Lectures: Vol. XIII. Https://Search.Proquest.Com/Docview/1728004496?Accountid=50176.
- Erickson, J. (2015). To Play Or To Learn?: A Review Of Game-Based Math Learning For Motivation And Cognition. International Journal Of Cyber Behavior, Psychology, And Learning, 5(1), 56-74. Doi:10.4018/Ijcbpl.2015010105.
- Ertmer, P. A., & Ottenbreit-Leftwich, A. (2010). Teacher Technology Change: How Knowledge, Confidence, Beliefs, And Culture Intersect. Journal Of Research On Technology In Education, 42(3), 255-284 Http://Search.Proquest.Com.Proxy1.Ncu.Edu/Docview/817562634?Accountid=28180.
- Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2012). Teacher Beliefs And Technology Integration Practices: A Critical Relationship. Computers& Education, 59(2), 423-435. Doi:10.1016/J.Compedu.2012.02.001.
- Evans, M. A., Nino, M., Deater-Deckard, K., & Chang, M. (2015). School-Wide Adoption Of A Mathematics Learning Game In A Middle School Setting: Using The TPACK Framework To Analyze Effects On Practice. The Asia - Pacific Education Researcher, 24(3), 495-504. Doi: Http://Dx.Doi.Org.Ezproxy.Liberty.Edu/10.1007/S40299-014-0225-Y.
- Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating The Effects Of Flow And Telepresence In Virtual Worlds: Enhancing Our Understanding Of User Behavior In Game-Based Learning. Computers In Human Behavior, 29(3), 1113-1121. Doi: 10.1016/J.Chb.2012.10.003.
- Falvo, EDUCATION Andrea & News Limited. (2015, November 27). Students Pick Plickers For Interactive Literacy. Falvo, EDUCATION Andrea. Tablelands Advertiser; Mareeba, Qld. Https://Search.Proquest.Com/Docview/1736438889?Accountid=50176.
- Farhan, U. R., & Khan, N. (2018). Comparing Traditional Teaching Method And Experiential Teaching Method Using Experimental Research. Journal Of Education And Educational Development, 5(2), 276-288. Doi: Http://Dx.Doi.Org/10.22555/Joeed.V5i2.1816.
- Ferguson, T. L. K. (2020, July). Mathematics Achievement With Digital Game-Based Learning In High School Algebra 1 Classes (Dissertation). Proquest Dissertations And Theses. Https://Search.Proquest.Com/Docview/1509130712?Accountid=50176.
- Findley, M. R. (2011). The Relationship Between Student Learning Styles And Motivation During Educational Video Game Play. International Journal Of Online Pedagogy And Course Design, 1(3), 63-N/A. Doi: Http://Dx.Doi.Org/10.4018/Ijopcd.2011070105.
- Flores, M. A. (2020). Surviving, Being Resilient And Resisting: Teachers’ Experiences In Adverse Times. Cambridge Journal Of Education, 50(2), 219-240. Doi: Http://Dx.Doi.Org/10.1080/0305764X.2019.1664399.
- Fokides, E. (2018). Digital Educational Games And Mathematics. Results Of A Case Study In Primary School Settings. Education And Information Technologies, 23(2), 851-867. Doi: Http://Dx.Doi.Org/10.1007/S10639-017-9639-5.
- Friestad-Tate, J., Schubert, C., & Mccoy, C. (2014). Understanding Modular Learning - Developing A Strategic Plan To Embrace Change. I-Manager’s Journal On School Educational Technology, 9(4), 32-44. Retrieved From Https://Www.Proquest.Com/Scholarly-Journals/Understanding-Modular-Learning-Developing/Docview/1544384104/Se-2?Accountid=5017
- Franciosi, S. J. (2019, November). Educator Perceptions Of Digital Game-Based Learning In The Instruction Of Foreign Languages In Japanese Higher Education (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1502046018?Accountid=50176.
- Fu-Hsing Tsai, Kuang-Chao, Y., & Hsien-Sheng Hsiao. (2012). Exploring The Factors Influencing Learning Effectiveness In Digital
- Game-Based Learning. Journal Of Educational Technology & Society, 15(3), 240-50. Https://Search.Proquest.Com/Docview/1287025372?Accountid=50176.
- Ganal, N., & Guiab, M. (2014). Problems And Difficulties Encountered By Students Towards Mastering Learning Competencies In Mathematics. Scholarly Journals, 5(4), 25–37. Https://Search.Proquest.Com/Docview/1624953075?Accountid=50176.
- Garris, R., Ahlers, R., & Driskell, J. E. (2016). Games, Motivation, And Learning: A Research And Practice Model. Simulation &
- Gaming, 33(4), 441-472. Https://Search.Proquest.Com/Docview/230338536?Accountid=50176.
- Geertshuis, S., & Liu, Q. (Eds.). (2016). E-Learning Ecosystem Awareness And Professional Identity In E-Learning Technology Adoption. Https://Search.Proquest.Com/Docview/1860088322?Accountid=50176.
- Glass, B. D., Maddox, W. T., & Love, B. C. (2013). Real-Time Strategy Game Training: Emergence Of A Cognitive Flexibility Trait. Research Article, 8(8) Doi: Http://Dx.Doi.Org/10.1371/Journal.Pone.0070350.
- Greene, T. (2013). Microsoft Couldn’t Be Microsoft Without Word/Office: Microsoft’s Productivity Apps Are $22 Billion Cash Cows. Network World (Online), Https://Search.Proquest.Com/Docview/1445786109?Accountid=50176.
- Gros, B. (2017). Digital Games In Education: The Design Of Games-Based Learning Environments. Journal Of Research On Technology In Education; Eugene, 40(1), 23–38. Https://Search.Proquest.Com/Docview/274710337?Accountid=50176.
- Halladay, J., & Moses, L. (2013). Using The Common Core Standards To Meet The Needs Of Diverse Learners: Challenges And Opportunities. New England Reading Association Journal, 49(1), 33-44.
- Hallström, J., Hultén, M., & Lövheim, D. (2014). The Study Of Technology As A Field Of Knowledge In General Education: Historical Insights And Methodological Considerations From A Swedish Case Study, 1842-2010. International Journal Of Technology And Design Education, 24(2), 121-139. Doi:10.1007/S10798-013-9252-X.
- Hasan, B., & Ahmed, M. (2010). A Path Analysis Of The Impact Of Application-Specific Perceptions Of Computer Self-Efficacy And Anxiety On Technology Acceptance. Journal Of Organizational And End User Computing, 22(3), 82-95. Doi: 10.4018/Joeuc.2010070105.
- Hawlitschek, A., & Köppen, V. (Eds.). (2014). Analyzing Player Behavior In Digital Game Based Learning: Advantages And Challenges (Vol. 1, Issue 1). Https://Search.Proquest.Com/Docview/1674172782?Accountid=50176.
- Heninger, K. (2019, October). Early Childhood Teachers’ Perception Of Play In The Classroom (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1972896581?Accountid=50176.
- Heshmati, A., & Lee, M. (2012). Information And Communications Technology. Princeton. Princeton University Press. Retrieved From Https://Search.Proquest.Com/Docview/189251427?Accountid=50176
- Hooshyar, D., Ahmad, R., Yousefi, M., Fathi, M., Horng, S-J., & Lim, H. (2016). Applying An Online Game-Based Formative Assessment In A Flowchart-Based Intelligent Tutoring System For Improving Problem-Solving Skills. Computers & Education, 94,18-36. Retrieved From Http://Dx.Doi.Org/10.1016/J.Compedu.2015.10.013
- HT Digital Streams Limited. (2020a, April 1). Homeschooling Amid COVID-19? Deped Says, “Maybe.” Manila Bulletin.
- Https://Search.Proquest.Com/Docview/2384847911?Accountid=50176. HT Digital Streams Limited. (2020b, June 10). Parents, Donors Enjoined To Buy Or Donate Deped-Compliant Gadgets, Devices. Manila Bulletin. Https://Search.Proquest.Com/Docview/2411007307?Accountid=50176.
- Huang, Y. C., Backman, S. J., & Backman, K. F. (2010). Student Attitude Toward Virtual Learning In Second Life: A Flow Theory Approach. Journal Of Teaching In Travel & Tourism, 10(4), 312-334. Doi: 10.1016/J.Im.2003.08.014.
- Huang, T., Yuan-Chen, L., & Hsiu-Chen, C. (2012). Learning Achievement In Solving Word-Based Mathematical Questions Through A Computer-Assisted Learning System. Journal Of Educational Technology & Society, 15(1), 248-59. Https://Search.Proquest.Com/Docview/1287024880?Accountid=50176.
- Huang, Y., Huang, S., & Wu, T. (2014). Embedding Diagnostic Mechanisms In A Digital Game For Learning Mathematics. Educational Technology, Research And Development, 62(2), 187-207. Doi: Http://Dx.Doi.Org/10.1007/S11423-013-9315-4
- Huang, W. W., Johnson, T. E., & Han, S. C. (2013). Impact Of Online Instructional Game Features On College Students’ Perceived Emotional Support And Cognitive Investment: A Structural Equation Modeling Study. The Internet And Higher Education, 1758-68. Doi: 10.1016/J.Iheduc.2012.11.004
- Hwang, G. J., Hung, C. M., Sung, H. Y., & Huang, I. (2012). Development Of A Personalized Educational Computer Game Based On Students’ Learning Styles. Educational Technology Research And Development, 60(4), 623–638. Https://Doi.Org/10.1007/S11423 012-9241-X.
- ICT Monitor Worldwide. (2020, Dec 11). Cisco To Buy Audience Polling Platform Slido. Syndigate Media Inc. Https://Search.Proquest.Com/Wire-Feeds/Cisco-Buy-Audience-Polling-Platform-Slido/Docview/2468960125/Se2?Accountid=50176
- Ilie, M. D. (2014). An Adaption Of Gagné’s Instructional Model To Increase The Teaching Effectiveness In The Classroom: The Impact In Romanian Universities. Educational Technology, Research And Development, 62(6), 767-794. Doi: Http://Dx.Doi.Org/10.1007/S11423-014-9353-6.
- Inal, Y., & Cagiltay, K. (2012). Flow Experiences Of Children In An Interactive Social Game Environment. British Journal Of Educational Technology, 38 (3), 455-464. Doi: 10.1111/J.1467-8535.2007.00709.X.
- Isaacs, S., Roberts, N., Spencer-Smith, G., & Brink, S. (2019). Learning Through Play In Grade R Classrooms: Measuring Practitioners’ Confidence, Knowledge And Practice. South African Journal Of Childhood Education (SAJCE), 9(1) Doi: Http://Dx.Doi.Org/10.4102/Sajce.V9i1.704.
- İvrendi, A., Cevher-Kalburan, N., Ellen Beate, H. S., Storli, R., & Sivertsen, A. H. (2019). Children, Mothers, And Preschool Teachers’ Perceptions Of Play: Findings From Turkey And Norway. Erken Çocukluk Çalışmaları Dergisi, 3(1), 32-54. Doi: Http://Dx.Doi.Org/10.24130/Eccd-Jecs.1967201931119.
- Jackson, A., Brummel, B., Pollet, C. & Greer, D. (2013). An Evaluation Of Interactive Tabletops In Elementary Mathematics Education. Education Tech Research Development, 61(2), 311-332. Doi:10.1007/S11423-013-9287-4.
- Jafari, S. M., & Abdollahzade, Z. (2019). Investigating The Relationship Between Learning Style And Game Type In The Game-Based Learning Environment. Education And Information Technologies, 24(5), 2841-2862. Doi: Http://Dx.Doi.Org/10.1007/S10639-019-09898-Z.
- Jeng-Chung, W. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, And Performance Outcomes. Journal Of Educational Technology & Society, 17(3), 291-07. Https://Search.Proquest.Com/Docview/1556991746?Accountid=50176.
- Joubert, P. (Ed.). (2010). Do We Know Where We Came From? A Historical Review Of The Boarder Context Of Digital Game Bas Learning Research. Https://Search.Proquest.Com/Docview/869507863?Accountid=50176.
- Kalimullina, O., Tarman, B., & Stepanova, I. (2021). Education In The Context Of Digitalization And Culture: Evolution Of The Teacher’s Role, Pre-Pandemic Overview. Journal Of Ethnic And Cultural Studies, 8(1), 226-238. Doi: Http://Dx.Doi.Org/10.29333/Ejecs/347
- Kamitsios, M., Chrysafiadi, K., Virvou, M., & Sakkopoulos, E. (Eds.). (2018). A Stereotype User Model For An Educational Game: Overcome The Difficulties In Game Playing And Focus On The Educational Goal. Https://Search.Proquest.Com/Docview/2175666813?Accountid=50176.
- Kamnardsiri, T., Hongsit, L., Khuwuthyakorn, P., & Wongta, N. (Eds.). (2016). The Development Of An Intelligent Game-Based System For Learning Sign Language With Kinect. Https://Search.Proquest.Com/Docview/1859715013?Accountid=50176.
- Karl, L. C. (2019, October). Elementary Teachers’ Perceptions Of Technology Proficiencies And Motivation To Integrate Technology In School Curriculi (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/915789260?Accountid=50176.
- Katai, Z., Toth, L., & Karoly Adorjani, A. (2014). Multi-Sensory Informatics Education. Informatics In Education, 13(2), 225-240. Https://Search.Proquest.Com/Docview/1673607815?Accountid=50176.
- Keane, T., Keane, W. F., & Blicblau, A. S. (2016). Beyond Traditional Literacy: Learnin And Transformative Practices Using ICT. Education And Information Technologies, 21(4), 769-781. Doi:Http://Dx.Doi.Org/10.1007/S10639-014-9353-5.
- Ketcham, G. (Ed.). (2020, February). The Relationship Between Benchmark Scores And State Achievement Scores For Students With Disabilities (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2128018774?Accountid=50176.
- Kiili, K., & Lainema, T. (2008). Foundation For Measuring Engagement In Educational Games. Journal Of Interactive Learning Research, 19(3), 469-488. Https://Search.Proquest.Com/Docview/211248569?Accountid=50176.
- Kim, S., & Chang, M. (2010). Computer Games For The Math Achievement Of Diverse Students. Journal Of Educational Technology & Society, 13(3), 224-32. Retrieved From Https://Search.Proquest.Com/Docview/1287037266?Accountid=50176.
- Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C. C., & Chan, T. (2014). The Effects Of Game-Based Learning On Mathematical Confidence And Performance: High Ability Vs. Low Ability. Journal Of Educational Technology & Society, 17(3), 65-8. Https://Search.Proquest.Com/Docview/1556991469?Accountid=50176.
- Lafont, S. L. B. (2020, June). The Relationship Between Principals’ Technology Leadership And The Teachers’ Use Of Technology (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/909958633?Accountid=50176.
- Lamb, R. L. (2020, August). The Application Of Cognitive Diagnostic Approaches Via Neural Network Analysis Of Serious Educational Games (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1435629984?Accountid=50176.
- Lauring, J., Bjerregaard, T., & Klitmøller, A. (2018). Understanding Culture In International Management: Functionalism, Constructivism, And The Emerging Practice Turn. International Studies Of Management & Organization, 48(3), 264-276. Doi: Http://Dx.Doi.Org/10.1080/00208825.2018.1480869.
- Lee, A. (2019, October). Mathematical Learning Instruction And Teacher Motivation Factors Affecting Science Technology Engineering And Math (STEM) Major Choices In 4-Year Colleges And Universities: Multilevel Structural Equation Modeling (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/885409780?Accountid=50176.
- Lee, D. (2014). Teachers’ Self-Efficacy In Mathematics And Teaching Mathematics, Instructional Practices, And The Mississippi Curriculum Test, Second Edition For Mathematics In Grades 3-5 (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1535277812?Accountid=50176.
- Lee, L. & Hao, K. (2015). Designing And Evaluating Digital Game-Based Learning With ARCS Motivation Model. International Journal Of Technology And Human Interaction, 11(2), 80-95. Doi:10.4018/Ijthi.2015040105
- Lenderman, A. (2017). Comparing Mathematics Achievement Scores: Face-To-Face Versus Online Delivery (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1893701512?Accountid=50176.
- Lew, L. Y. (2010). The Use Of Constructivist Teaching Practices By Four New Secondary School Science Teachers: A Comparison Of New Teachers And Experienced Constructivist Teachers. Science Educator, 19(2), 10-21. Https://Search.Proquest.Com/Docview/896626496?Accountid=50176.
- Li, K. H., Lou, S. J., Tsai, H. Y., & Shih, R. C. (2012). Game-Based Learning In Mechanical Engineering Education: Case Study Of Games-Based Learning Application In Computer Aided Design Assembly. The Turkish Online Journal Of Educational Technology, 11(4), 452–453. Http://Www.Tojet.Net/Articles/V11i4/11446.Pdf.
- Li, Y., Garza, V., Keicher, A., & Popov, V. (2019). Predicting High School Teacher Use Of Technology: Pedagogical Beliefs, Technological Beliefs And Attitudes, And Teacher Training. Technology, Knowledge And Learning, 24(3), 501-518. Doi: Http://Dx.Doi.Org/10.1007/S10758-018-9355-2.
- Lim, C., Zhao, Y., Tondeur, J., Chai, C., & Tsai, C. (2013). Bridging The Gap: Technology Trends And Use Of Technology In Schools. Journal Of Educational Technology & Society, 16(2), 59-68. Http://Search.Proquest.Com.Ezproxy.Liberty.Edu:2048/Docview/1355669531?Pqorigsite=Summon&Accountid=12085.
- Little, T. W. (2020, July). Effects Of Digital Game-Based Learning On Student Engagement And Academic Achievement (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1727140644?Accountid=50176.
- Liu, X., Xu, Y., & Pange, J. (2016). Teachers’ Use Of Powerpoint In Kindergarten: An Empirical Investigation In China. Education And Information Technologies, 21(2), 425-441. Doi: Http://Dx.Doi.Org/10.1007/S10639-014-9330-Z.
- Lodhiya, K., & Brahmbhatt, K. (2019). Effectiveness Of Collaborative Versus Traditional Teaching Methods In A Teaching HospitalIn Gujarat. Indian Journal Of Community Medicine, 44(3), 243-246. Doi: Http://Dx.Doi.Org/10.4103/Ijcm.IJCM_378_18.
- Logofatu, B., Visan, A., & Ungureanu, C. (2015). Google Classroom - The New Educational Challenge. Pilot Test Within The Department For Distance Learning. Massachusetts: EBSCO Publishing. Pp. 493- 499.
- Mages, W. K., Nitecki, E., & Ohseki, A. (2018). A College-Community Collaboration: Fostering Developmentally Appropriate Practices In The Age Of Accountability. Journal Of The Scholarship Of Teaching And Learning, 18(3) Doi: Http://Dx.Doi.Org/10.14434/Josotl.V18i3.21761.
- Mannion, A. (2015, Nov 19). District 99 Calls Chromebook Learning A Success At High Schools. Chicago Tribune Retrieved From Https://Search.Proquest.Com/Newspapers/District-99-Calls-Chromebook-Learning-Success-At/Docview/1734177232/Se-2?Accountid=50176
- Martí-Parreño, J., Sánchez-Mena, A., & Aldás-Manzano, J. (Eds.). (2016). Teachers’ Intention To Use Educational Video Games: Technology Acceptance Model Approach. Https://Search.Proquest.Com/Docview/1859715120?Accountid=50176.
- Mata, A., Ferreira, M., & Sherman, S. J. (2013). Flexibility In Motivated Reasoning: Strategic Shifts Of Reasoning Modes In Covariation Judgment. Social Cognition, 31(4), 465-481. Doi: Http://Dx.Doi.Org/10.1521/Soco_2012_1004.
- Mavridis, A., Katmada, A., & Tsiatsos, T. (2017). Impact Of Online Flexible Games On Students’ Attitude Towards Mathematics. Educational Technology Research And Development, 65(6), 1451–1470. Https://Doi.Org/10.1007/S11423-017-9522-5.
- Maxwell, L. (2019). Padlet. The School Librarian, 67(2), 83. Https://Search.Proquest.Com/Docview/2398195578?Accountid=50176.
- Mcgraw-Hill Education & Muzzy Lane Software. (2018, May 9). Mcgraw-Hill Education; Mcgraw-Hill Education Delivers New Game-Based Learning Simulations In Higher Education Course Materials. Education Business Weekly. Https://Search.Proquest.Com/Docview/2047649219?Accountid=50176.
- Mercer, T. G., Kythreotis, A. P., Robinson, Z. P., Stolte, T., George, S. M., & Haywood, S. K. (2017). The Use Of Educational Game Design And Play In Higher Education To Influence Sustainable Behaviour. International Journal Of Sustainability In Higher Education, 18(3), 359-384. Doi: Http://Dx.Doi.Org/10.1108/IJSHE-03-2015-0064.
- Microsoft Corp. (2018, May 8). How Teachers Can Integrate Technology In Classrooms –Experts. The Sun. Https://Search.Proquest.Com/Docview/2035567850?Accountid=50176.
- Middleton, J. A., & Spanias, P. A. (2014). Motivation For Achievement In Mathematics: Findings, Generalizations, And Criticisms Of The Research. Journal For Research In Mathematics Education, 30(1), 65. Https://Search.Proquest.Com/Docview/223508373?Accountid=50176.
- Mike, M., Holmes, V., & Radu, R. (2019). Game-Based Learning In Mechanical Engineering Education: Case Study Of Games-Based Learning Application In Computer Aided Design Assembly. International Journal Of Mechanical Engineering Education, 47(2), 156-179. Doi: Http://Dx.Doi.Org/10.1177/0306419018762571.
- Milman, N. B., & Wessmiller, J. (2016). Motivating The Online Learner Using Keller’s ARCS Model. Distance Learning, 13(2), 67-71. Https://Search.Proquest.Com/Docview/1822357197?Accountid=50176.
- ‘Modular Learning Is Not Working’. (2020, Nov 16). Manila Bulletin Retrieved From Https://Www.Proquest.Com/Newspapers/Modular-Learning-Is-Not-Working/Docview/2460653147/Se-2?Accountid=50176
- Moodley, T., Adendorff, S. A., & Pather, S. (2015). At-Risk Student Teachers’ Attitudes And Aspirations As Learners And Teacher Of Mathematics. South African Journal Of Childhood Education (SAJCE), 5(3) Doi: Http://Dx.Doi.Org/10.4102/Sajce.V5i3.218.
- Motivation. (2020). In Merriam-Webster Dictionary. Merriam-Webster, Incorporated. Https://Www.Merriam-Webster.Com/Dictionary/Motivation
- Mozelius, P. (Ed.). (2014). Game Based Learning - A Way To Stimulate Intrinsic Motivation. Https://Search.Proquest.Com/Docview/1545530866?Accountid=50176.
- Nachimuthu, K., & Vijayakumari, G. (2011). Role Of Educational Games Improves Meaningful Learning. I-Manager’s Journal Of Educational Technology, 8(2), 25–33. Https://Search.Proquest.Com/Docview/1473901505?Accountid=50176.
- Nadrag, L., & Buzarna-Tihenea (Galbeaza, A. (2017). Cooperative Teaching Vs. Traditional Teaching In Developing ESP Special Skills. An Experiment Study. Scientific Bulletin “Mircea Cel Batran” Naval Academy, 20(2), 105-113. Doi: Http://Dx.Doi.Org/10.21279/1454-864X-17-I2-021.
- Naik, N. (Ed.). (2014). A Comparative Evaluation Of Game-Based Learning: Digital Or Non-Digital Games? (Vol. 2, Issue 1). Https://Search.Proquest.Com/Docview/1674245527?Accountid=50176.
- Negi, P., Rawandale, C. J., Singh, S., & Priyadarshini, S. (2013). ICT Method Vs. Traditional Method: A Study Of Law Students.
- Prestige International Journal Of Management & IT- Sanchayan, 2(2), 39-48. Https://Search.Proquest.Com/Docview/1770383250?Accountid=50176.
- Nel, L. (2017). Students As Collaborators In Creating Meaningful Learning Experiences In Technology-Enhanced Classrooms: An Engaged Scholarship Approach. British Journal Of Educational Technology, 48(2). Doi:10.1111/Bjet.12549.
- Newsrx. (2014, September 24). Chemical Education; Research Conducted At University Of Colorado Has Updated Our Knowledge About Chemical Education (Phet Interactive Simulations: Transformative Tools For Teaching Chemistry) (Phet Interactive
- Simulations: Transformative Tools For Teaching ...). Education Letter. Https://Search.Proquest.Com/Docview/1562462291?Accountid=50176.
- Newsrx. (2015, August 5). Metacog; Phet Interactive Simulations; Phet® Interactive Simulations And Metacog Announce Partnership To Offer Next Generation Simulations With Advanced Scoring Analytics API. Education Letter. Https://Search.Proquest.Com/Docview/1699723841?Accountid=50176.
- Newsrx & Cleveland State University. (2018, June 27). Education - Educational Computing Research; Research Conducted At Cleveland State University Has Provided New Information About Educational Computing Research (General Problem-Solving Styles And Problem-Solving Approaches In Video Games). Education Letter. Https://Search.Proquest.Com/Docview/2057564066?Accountid=50176.
- Nic, D. (2018, August). Fun Mathematics Activities For Families (Blogs, Podcasts, Websites). Newstex. Https://Search.Proquest.Com/Docview/2254093277?Accountid=50176.
- Noreen, R., & Khan Rana, A. M. (2019). Activity-Based Teaching Versus Traditional Method Of Teaching In Mathematics At Elementary Level. Bulletin Of Education And Research, 41(2), 145. Https://Search.Proquest.Com/Docview/2333520603?Accountid=50176.
- Obergriesser, S. & Stoeger, H. (2015). The Role Of Emotions, Motivation, And Learning Behavior In Underachievement And Results Of An Intervention. High Ability Studies, 26(1), 167-190. Doi:10.1080/13598139.3015.1043003.
- Odewumi, M. O., Otunla, A. O., & Bada, T. A. (2020). Interactive Effects Of A Colour Wheel Motion Game On Pupil’s Cognitive Development In Graphic Arts. Revija Za Elementarno Izobrazevanje, 13(2), 153-168. Doi: Http://Dx.Doi.Org/10.18690/Rei.L3.2.153-168.2020.
- Official Gazette. (2013, May 15). Republic Act No. (RA) 10533 - The Enhanced Education Act 2013 [Press Release] Https://Www.Officialgazette.Gov.Ph/2013/05/15/Republic-Act-No-10533/
- Oliver, E. (2018). Digital Game-Based Learning And Technology-Enhanced Learning For Theological Education. Verbum Et Ecclesia, 39(1) Doi: Http://Dx.Doi.Org/10.4102/Ve.V39i1.1900.
- Orbeta,Aniceto C.,,Jr, Lagarto, M. B., Ortiz, M. K. P., Ortiz, D. A. P., & Potestad, M. V. (2019). Senior High School And The Labor Market: Perspectives Of Grade 12 Students And Human Resource Officers. Research Paper Series (Philippine Institute For
- Development Studies), (4), 1-73,75-95,97-99,101,I,III,V-VI,IX. Https://Search.Proquest.Com/Docview/2335166466?Accountid=50176.
- Ortúzar, M. S. (2020, June). Changes In Teachers’ Constructivist Beliefs From Pr Service Into The First Years Of Teaching: Findings From A Study Of Teachers In Chile (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2240099867?Accountid=50176.
- Panoutsopoulos, H., & Sampson, D. G. (2012). A Study On Exploiting Commercial Digital Games Into School Context. Journal Of Educational Technology & Society, 15(1), 15-7. Https://Search.Proquest.Com/Docview/1287024883?Accountid=50176.
- Pant, M. M. (2013, May 17). Edutainment: Its Potential And Challenges. Mmpant. Https://Mmpant.Com/2013/05/17/Edutainment-Its-Potential-And-Challenges/.
- Pape, S. J., & Prosser, S. K. (2018). Barriers To Technology Implementation In Community College Mathematics Classrooms. Journal Of Computing In Higher Education, 30(3), 620-636. Doi: Http://Dx.Doi.Org/10.1007/S12528-018-9195-Z.
- Petrina, S. (2019). Sidney Pressey And The Automation Of Education, 1924-1934. Technology And Culture, 45(2), 305-330. Https://Search.Proquest.Com/Docview/198442499?Accountid=50176.
- Pill, S. (2014). Game Play: What Does It Mean For Pedagogy To Think Like A Game Developer? Journal Of Physical Education, Recreation & Dance, 85(1), 9-15. Https://Search.Proquest.Com/Docview/1497401314?Accountid=50176.
- Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations Of Game-Based Learning. Educational Psychologist, 50(4), 258–283. Https://Doi.Org/10.1080/00461520.2015.1122533.
- Player. (2020). In Merriam-Webster Dictionary. Merriam-Webster, Incorporated. Https://Www.Merriam Webster.Com/Dictionary/Player
- PR Newswire Association LLC. (2020, October 14). Kahoot! Announces Deeper Integration With Zoom To Make Virtual Learning Awesome!: Kahoot! Today Announced The Kahoot App For Zoom, With Deeper Integration Of Kahoot And Zoom, Bringing A
- Seamless Experience Of Game-Based Learning To Virtual Classrooms And Video Conferences. PR Newswire Https://Search.Proquest.Com/Docview/2450775147?Accountid=50176
- PR Newswire Association LLC. (2012, May 4). Brand-New Animated Powerpoint Templates: Are You Looking For The
- Professionally Designed Powerpoint Template For Presentation Of Your Business For Investors And Partners? Impress Your Audience With New Animated Powerpoint Templates! PR Newswire. Https://Search.Proquest.Com/Docview/1010870689?Accountid=50176.
- PR Newswire Association LLC. (2017, Jul 27). Toolkit: All The Tools A Teacher Needs, Now In One Place. PR Newswire. Https://Search.Proquest.Com/Wire-Feeds/Classdojo-Launches-Toolkit-Help-All-Teachers/Docview/1923677446/Se-2?Accountid=50176.
- PR Newswire Association LLC. (2018, February 27). Introducing Kahoot! Pro: A Premium Offering For Businesses To Power-Up
- Presentations And Events With Customers And Partners: Kahoot! Pro Allows Businesses To Use Kahoot! To Promote Their Products And Services To Customers And Partners. PR Newswire. Https://Search.Proquest.Com/Docview/2008339453?Accountid=50176.
- PR Newswire Association LLC. (2018, February 25). Quia Selected By USA Today As One Of The Web’s ‘Hot Sites’. PR Newswire. Https://Search.Proquest.Com/Wire-Feeds/Quia-Selected-Usa-Today-As-One-Webs-Hot-Sites/Docview/449234645/Se2?Accountid=50176
- PR Newswire Association LLC, Openoffice, & Microsoft Corp. (2020, March 5). ORPALIS Adds Microsoft Powerpoint Support To Its SDK And Applications: ORPALIS Is Pleased To Release Support For A New Office Format, Microsoft Powerpoint, For Its Toolkits For Developers, Apis, And Applications. PR Newswire. Https://Search.Proquest.Com/Docview/2370794170?Accountid=50176.
- Proulx, J., Romero, M., & Arnab, S. (2017). Learning Mechanics And Game Mechanics Under The Perspective Of Self-Determination Theory To Foster Motivation In Digital Game Based Learning. Simulation & Gaming, 48(1), 81-97. Doi: Http://Dx.Doi.Org/10.1177/1046878116674399.
- Pynnönen, L. (Ed.). (2019). 13th European Conference On Games Based Learning. Https://Doi.Org/10.34190/GBL.19.163.
- Qassim University & HT Digital Streams Limited. (2020, July 8). Clinical Trial: Worldwide Trends On COVID-19 Research After The Declaration Of COVID-19 Pandemic. US Fed News Service, Including US State News. Https://Search.Proquest.Com/Docview/2420902946?Accountid=50176.
- Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J. D., Consalvo, M., & Mayra, F. (2015). Digital Games Research: A Survey Study On An Emerging Field And Its Prevalent Debates. Journal Of Communication, 65(6), 975-996. Doi: Http://Dx.Doi.Org/10.1111/Jcom.12182.
- Ramos, D. K., & Da Silva, G. A. (2019). Formação De Professores A Distância Para O Uso De Jogos Digitais Na Escola: Mudanças Na Prática Pedagógica? Revista Iberoamericana De Educación A Distancia, 22(2), 265-285. Doi: Http://Dx.Doi.Org/10.5944/Ried.22.2.22685.
- Razak, A. A., Connolly, T., & Hainey, T. (Eds.). (2011). The Use Of Games-Based Learning Within The Curriculum For Excellence: The Teachers’ Perspective (Vol. 1, Issue XI). Https://Search.Proquest.Com/Docview/1009900708?Accountid=50176.
- Reilly, C. A. (2020, July). Information And Communication Technology Use In The College Classroom: Adjunct Faculty Perspectives (Dissertation). Proquest Dissertations Publishing Https://Search.Proquest.Com/Docview/1530478254?Accountid=50176.
- Reiser, R. (2014). A History Of Instructional Design And Technology: Part II: A History Of Instructional Design. Scholarly Journals, 49(2), 57. Https://Search.Proquest.Com/Docview/218031802?Accountid=50176.
- Reynolds, K. M., Roberts, L. M., & Hauck, J. (2017). Exploring Motivation: Integrating The Arcs Model With Instruction. Reference Services Review, 45(2), 149-165. Doi: Http://Dx.Doi.Org/10.1108/RSR-10-2016-0057.
- Rooney, M. E. (2020, October). Comparison Of Traditional And Non-Traditional Teaching Methods And Cognitive Performance In Nursing (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/304069603?Accountid=50176
- Rossiter, K. (2012, November 16). Professor: Lessons In Maths “Boring.” The Plymouth Evening Herald. Https://Search.Proquest.Com/Docview/1152529880?Accountid=50176.
- Sampayo-Vargas, S., Cope, C., He, Z., & Byrne, G. (2013). The Effectiveness Of Adaptive Difficulty Adjustments On Students’ Motivation And Learning In An Educational Computer Game. Computers & Education, 69(1), 452-462. Doi:10.1016/J.Compedu.2013.07.00.
- Saunders, A., Spooner, F., Browder, D., Wakeman, S., & Lee, A. (2013). Teaching The Common Core In English Language Arts To Students With Severe Disabilities. Teaching Exceptional Children, 46(2), 22-33.
- Sawyer, L. M. (2019, October). Perceptions And Practice: The Relationship Between Teacher Perceptions Of Technology Use And Level Of Classroom Technology Integration (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1933787164?Accountid=50176.
- Sells, Y. (2019, October). Involving Parents In Children’s Math Homework Through Formal Parent Math Programs (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1668389052/Abstract/F6908BD78FDA4784PQ/3?Accountid=50176.
- Senate Of The Philippines. (2011, May 5) Committee Report No. 31. Recommending Its Approval In Substitution Of Senate Bill Nos. 839, 1518,42567 And 2613. Re: Senate Bill No. 2802.
- Senate & HT Digital Streams Limited. (2020, March 7). PRRD Declares State Of Public Health Emergency Due To Covid-19. PNA Philippines News Agency. Https://Search.Proquest.Com/Docview/2372806848?Accountid=50176.
- Serrano, K. (2019). The Effect Of Digital Game-Based Learning On Student Learning: A Literature Review. Graduate Research Papers. 943. Https://Scholarworks.Uni.Edu/Grp/943
- Sharkey, M., & Gash, H. (2020). Teachers’ Constructivist And Ethical Beliefs. Behavioral Sciences, 10(6), 96. Doi: Http://Dx.Doi.Org/10.3390/Bs10060096.
- Sheehan, K. J. (2019, October). Take A Break: A Delay Promotes 3-Year-Olds’ Use Of A Symbol During A Symbolic Search Task (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1795084806?Accountid=50176.
- Shinde, S., Diligent Media Corporation, Ltd, & DNA - Research, Archives & Syndication. (2012, April 15). Students Learn Mathematics The Fun Way. DNA. Sunday. Https://Search.Proquest.Com/Docview/1000339112/Abstract/A779A250E836427BPQ/20?Accountid=50176.
- Sicart, M. (2018). Celebrating 40 Years Of Play Research: Connecting Our Past, Present, And Future, Vol 13, Play & Culture Studies. American Journal Of Play, 10(2), 229-230. Https://Search.Proquest.Com/Docview/2052764175?Accountid=50176.
- Siew, P. H. (2018). Pedagogical Change In Mathematics Learning: Harnessing The Power Of Digital Game-Based Learning. Journal Of Educational Technology & Society, 21(4), 259-276. Https://Search.Proquest.Com/Docview/2147869381?Accountid=50176.
- Simon, C. E. (2019, October). Does Visual Distinctiveness Influence Content Memory In Powerpoint Presentations? (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1334958411?Accountid=50176.
- Simpson, C. L. (2019, October). A Comparative Study Of Teachers’ Perceptions Of Traditional Teaching And Teaching With Technology: Pre-Technology Era And Post-Technology Era (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1448884628?Accountid=50176.
- Stickney, E. M., Sharp, L. B., & Kenyon, A. S. (2012). Technology-Enhanced Assessment Of Math Fact Automaticity: Patterns Of Performance For Low- And Typically Achieving Students. Assessment For Effective Intervention, 37(2), 84–94. Https://Doi.Org/10.1177/1534508411430321.
- Stliller, K. D. & Schworm, S. (2019). Game-Based Learning Of The Structure And Functioning Of Body Cells In A Foreign Language: Effects On Motivation, Cognitive Load, And Performance. Digital Education. Https://Doi.Org/10.3389/Feduc.2019.00018
- Sung, H., & Hwang, G. (2018). Facilitating Effective Digital Game-Based Learning Behaviors And Learning Performances Of Students Based On A Collaborative Knowledge Construction Strategy. Interactive Learning Environments, 26(1), 118-134. Doi: Http://Dx.Doi.Org/10.1080/10494820.2017.1283334
- Syndigate Media Inc. (2013, November 7). Playing Educational Video Games Can Boost Kids’ Motivation To Learn. Asian News International. Https://Search.Proquest.Com/Docview/1449192832?Accountid=50176.
- Syndigate Media Inc. (2015, September 9). Connecting To Better Educational Opportunities. Allafrica.Com. Https://Search.Proquest.Com/Docview/1710391612?Accountid=50176.
- Ta, T. N., & Trinh, L. Q. (2012). Powerpoint As A Potential Tool To Learners’ Vocabulary Retention: Empirical Evidences From A Vietnamese Secondary Education Setting. I-Manager’s Journal On English Language Teaching, 2(4), 15-22. Https://Search.Proquest.Com/Docview/1473899916?Accountid=50176.
- Tadeu, P., Fernandez Batanero, J., & Tarman, B. (2019). ICT In A Global World. Research In Social Sciences & Technology, 4(2), I-Ii. Https://Doi.Org/10.46303/Ressat.04.02.Ed
- Tan, W. H., Neill, S., & Johnston-Wilder, S. (2010, October). A Spiral Research Model For Game-Based Learning Studies: A PragmaticEducational Research Design In Practice. Conference Papers & Proceedings, 478–XIII. Https://Search.Proquest.Com/Docview/869507854?Accountid=50176.
- Targeted News Service & Patent, & Trademark Office. (2018, June 13). Plickers Assigned Patent For Optical Polling Platform Methods. Targeted News Service. Https://Search.Proquest.Com/Docview/2054109457?Accountid=50176.
- Tarng, W., & Tsai, W. (2010). The Design And Analysis Of Learning Effects For A Game Based Learning System. World Academy Of Science, Engineering And Technology, 61, 336-345. Doi:10.1.1.192.8685.
- Teed, R. (2019, November 18). Game-Based Learning. Games. Https://Serc.Carleton.Edu/Introgeo/Games/Index.Html.
- Theobald, M., Danby, S., Einarsdóttir, J., Bourne, J., Jones, D., Ross, S., Carter-Jones, C. (2015). Children’s Perspectives Of Play And Learning For Educational Practice. Education Sciences, 5(4), 345-362. Doi: Http://Dx.Doi.Org/10.3390/Educsci5040345.
- Thai News Service Group. (2012a, November 13). Philippines: Sarangani Tops 2012 National Achievement Test. Asia News Monitor. Https://Search.Proquest.Com/Docview/1151086527?Accountid=50176.
- Thai News Service Group. (2012b, July 22). Philippines: NAT Results Show Continuous Improvement—Lapus. Asia News Monitor. Https://Search.Proquest.Com/Docview/1027259280?Accountid=50176.
- Thai News Service Group. (2018c, March 23). Philippines: Zamboanga City Produces 9,499 Grade 12 Graduates. Asia News Monitor. Https://Search.Proquest.Com/Docview/2016512661?Accountid=50176.
- Thepkom, W. (2013). A Comparative Study On Students Value Education Achievement Between Two Teaching Styles: Multimedia Teaching Style And Traditional Teaching Style At Saint Louis School Chachoengsao, Thailand. Scholar, 5(2), 43. Https://Search.Proquest.Com/Docview/2384110090?Accountid=50176.
- Thompson, L. (2019, October). A Phenomenological Study Of Mathematics Meaning: A Possible Factor Affecting The Mathematics
- Achievement Of African-American Male High School Students (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/757374512?Accountid=50176.
- Ullah, H., Rehman, A. U., & Bibi, S. (2015). Gagne’s 9 Events Of Instruction – A Time Tested Way To Improve Teaching. Pakistan Armed Forces Medical Journal, (4), 535-539. Https://Search.Proquest.Com/Docview/1712287615?Accountid=50176.
- University Of North Carolina & National Science Foundation. (2018, July 30). Mathematics; Studies Conducted At University Of North Carolina On Mathematics Recently Reported (Factors That Influence Secondary Mathematics Teachers’ Integration Of Technology In Mathematics Lessons). Newsrx. Https://Search.Proquest.Com/Docview/2076475663?Accountid=50176.
- University Wire. (2018, Aug 24). Quizlet Partners With Cengage To Offer The Coolest Study Tool: Quizlet Plus. Uloop, Inc. Https://Search.Proquest.Com/Wire-Feeds/Quizlet-Partners-With-Cengage-Offer-Coolest-Study/Docview/2102435609/Se-2?Accountid=50176
- Upasana, United Nations—UN, & United Nations Educational Scientific & Cultural Organization. (2020, February 24). “Games For Learning” Seeks To Embed Social And Emotional Learning Skills In (15+) Learners Through Digital Games: Dr Anantha Duraiappah. Business World. Https://Search.Proquest.Com/Docview/2362067784?Accountid=50176.
- US Fed News & US State News. (2019, Sept 18). USPTO Issues Trademark: Wordwall Challenge. (2019, Sep 18). HT Digital Stream Limited. Https://Search.Proquest.Com/Newspapers/Uspto-Issues-Trademark-Wordwall-Challenge/Docview/2291687426/Se2?Accountid=50176
- Van Niekerk, J. (Ed.). (2017). The Use Of Brain-Compatible Educational Principles In The Design Of Educational Games. Https://Search.Proquest.Com/Docview/1967760748?Accountid=50176.
- Ventura, M., Shute, V., & Zhao, W. (2013). The Relationship Between Video Game Use And A Performance-Based Measure Of Persistence. Computers In Education, 60, 52-58. Doi:10.1016/ J.Compedu.2012.07.003.
- Vercauteren, L., Cuinas, I., & Verhaevert, J. (2015). Learning Through Play: An Educational Computer Game To Introduce Radar Fundamentals [Education Column]. IEEE Antennas & Propagation Magazine, 57(2), 66-74. Doi: Http://Dx.Doi.Org/10.1109/MAP.2015.2420492.
- Videnovik, M., Center For Innovations And Digital Education DIG-ED, Republic Of Macedonia, The Inland Norway University Of Applied Sciences, Dept. Of Business Administration And Organizational Studies, Norway, “Ss. Cyril And Methodius” University, Faculty Of Computer Science And Engineering, Republic Of Macedonia, Kiønig, L. V., Vold, T., & Trajkovik, V. (Eds.). (2018). Kahooting And Learning: A Study From Macedonia And Norway (Issue XXVI). Https://Search.Proquest.Com/Docview/2131785616?Accountid=50176.
- Villanueva, N. (2015). Technology For Education Transformation In Philippines. Philippines: Microsoft Partner, Felta Multi Media, Inc. Available From: Microsoft News Center Philippines. (Accessed 9, July, 2019).
- Villasin, K. (2020, August). Play: A Qualitative Case Study Exploring Play In The Kindergarten Classroom: A Teacher’s Perspective, A Teacher’s Practice (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2432836450?Accountid=50176.
- Vogt, S. (2020, January). Middle School Teachers’ Use And Perceptions Of Digital Game-Based Learning (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/2158393505?Accountid=50176.
- Wachira, P., & Mburu, J. (2019). Culturally Responsive Mathematics Teaching And Constructivism: Preparing Teachers For Diverse Classrooms. Multicultural Learning And Teaching, 14(1) Doi:Http://Dx.Doi.Org/10.1515/Mlt-2016-0023.
- Waddington, D. I. (2015). Dewey And Video Games: From Education Through Occupations To Education Through Simulations. Educational Theory, 65(1), 1–20. Doi:10.1111/Edth.12092.
- Waknine, J. (2011). Making The Most Of A Modular Learning Environment. The Agricultural Education Magazine, 83(5), 10-11,20. Retrieved From Https://Www.Proquest.Com/Trade-Journals/Making-Most-Modular-Learning-Environment/Docview/864589941/Se-2?Accountid=50176
- Wallender, J. (2014). The Common Core State Standards In American Public Education: Historical Underpinnings And Justifications. Scholarly Journals, 80(4), 7–11. Https://Search.Proquest.Com/Docview/1552710968?Accountid=50176.
- Wang, A., & Hoang, T. T. (Eds.). (2017). Reaction Vs. Completeness In Game-Based Learning: Comparing Two Game Modes In A Game-Based Student Response System. Https://Search.Proquest.Com/Docview/1967729166?Accountid=50176.
- West, R., Swing, E. L., Anderson, C. A., & Prot, S. (2020). The Contrasting Effects Of An Action Video Game On Visuo-Spatial Processing And Proactive Cognitive Control. International Journal Of Environmental Research And Public Health, 17(14), 5160. Doi:Http://Dx.Doi.Org/10.3390/Ijerph17145160.
- West, S. (2013, June). The Predictive Relation Of A High School Mathematic GPA To High-Stakes Assessment Achievement Scores In Mathematics (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1430909118?Accountid=50176.
- Wessen, K. (2014). The Mathenaeum. Athenaeum. Http://Thewessens.Net/Classroomapps/Models/Tiles/Basicalgebratiles.Html?Topic=Models&Id=1
- Whitson, J. R., & Simon, B. (2014). Game Studies Meets Surveillance Studies At The Edge Of Digital Culture: An Introduction To A Special Issue On Surveillance, Games And Play. Surveillance & Society, 12(3), 309-319. Doi: Http://Dx.Doi.Org/10.24908/Ss.V12i3.5334.
- Wohlfarth, T. A. (2020, January). Teachers’ Perceptions Of Educational Games That Keep Score Of Cooperative Performances (Dissertation). Proquest Dissertations Publishing. Https://Search.Proquest.Com/Docview/1984345654?Accountid=50176.
- Wong, Y. S., Yatim, M. H. . B. . M., & Tan, W. H. (Eds.). (2016). Examining Effectiveness Of Learning Object-Oriented Programming Paradigm Through Propriety Game-Based Learning Games. Https://Search.Proquest.Com/Docview/1859715138?Accountid=50176.
- Woo, J-C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, And Performance Outcomes. Educational Technology & Society, 17(3), 291-307
- World Health Organization & Department Of Education. (2020, March 13). Philippines: Soccsksargen Execs Move To Avert Covid- 19 Threat. Asia News Monitor. Https://Search.Proquest.Com/Docview/2376292378?Accountid=50176.
- World Health Organization, Bureau Of Immigration, & HT Digital Streams Limited. (2020, March 7). DOH Confirms First Case Of Local Transmission Of COVID-19, Requests Palace To Declare State Of Public Health Emergency. Manila Bulletin. Https://Search.Proquest.Com/Docview/2373098065?Accountid=50176, March 7).
- Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E.,D. (2013). A Meta-Analysis Of The Cognitive And Motivational Effects Of Serious Games. Journal Of Educational Psychology, 105(2), 249. Https://Search.Proquest.Com/Docview/1349790206?Accountid=50176.
- Yang, K., & Lo, W. (2017). The Influence Of Integrating Experiential Learning Cycle Theory Into Game-Based Learning On
- Elementary School Students’ Mathematical Learning Performances. Jiaoyu Yanjiu Yuekan. Journal Of Education Research, (282), 74-92. Doi: Http://Dx.Doi.Org/10.3966/168063602017100282005.
- Yang, X. (2015). Rural Junior Secondary School Students’ Perceptions Of Classroom Learning Environments And Their Attitude And Achievement In Mathematics In West China. Learning Environments Research, 18(2), 249-266. Doi: Http://Dx.Doi.Org/10.1007/S10984-015-9184-3.
- Yeni, S., & Cagiltay, K. (2017). A Heuristic Evaluation To Support The Instructional And Enjoyment Aspects Of A Math Game. Program, 51(4), 406-423. Doi: Http://Dx.Doi.Org/10.1108/PROG-07-2016-0050.
- Yen-Chun, C. (2017). Empirical Study On The Effect Of Digital Game-Based Instruction On Students’ Learning Motivation And Achievement. EURASIA Journal Of Mathematics Science And Technology Education. 13(7):3177-3187. DOI 10.12973/Eurasia.2017.00711a
- Zabihi, R., & Khodabakhsh, M. (2019). L2 Teachers’ Traditional Versus Constructivist Teaching/Learning Conceptions And Teacher Burnout: Research And Reviews. Current Psychology, 38(2), 347-353. Doi: Http://Dx.Doi.Org/10.1007/S12144-017-9610-Z.