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MATH CREATIVE GAMES: AN INTERVENTION MATERIAL IN TEACHING BASIC MATHEMATICS

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... Sison (2021) affirms that learners struggle to answer mathematics modules because of difficulty in conceptual understanding. and with the use of creative games (Salviejo et al., 2014;Dumigsi & Cabrella, 2019;Luzano, 2020;Limbago-Bastida, 2022;Dacumos, 2016;Sison, 2021;Sadsad, 2022;Mercado & Tandog, 2018;Abuda et al., 2019;Uncad, 2022;Balaaldia, 2022). However, no literature has delved into using SIM using Lumi Education in the context of grade 7 nor concentrated on the student's conceptual understanding and procedural fluency in mathematics. ...
... This study utilized a Quasi-Experimental Research Design (QERD) that includes the pretest and posttest to determine the effect of the Strategic Intervention Materials using Lumi Education (SIMULE) on the conceptual understanding and procedural fluency of the Grade 7 students. To assess treatments, quasi-experiments do not use randomization (Balaaldia, 2022). It establishes the causal relationship between a given outcome and an intervention (Balala, 2016). ...
... Based on his research, Balaaldia (2022) asserted that digital resources may replace traditional textbooks and other printed materials used in the classroom. Table 4 presents the assessment of mathematics experts on the developed SIMULE in terms of educational quality. ...
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Interest is a powerful motivational process that energizes learning, guides academic and career trajectories, and is essential to academic success. Interest is both a psychological state of attention and affect toward a particular object or topic, and an enduring predisposition to reengage over time. Integrating these two definitions, the four-phase model of interest development guides interventions that promote interest and capitalize on existing interests. Four interest-enhancing interventions seem useful: attention-getting settings, contexts evoking prior individual interest, problem-based learning, and enhancing utility value. Promoting interest can contribute to a more engaged, motivated, learning experience for students.
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The Power of Interest for Motivation and Engagement describes the benefits of interest for people of all ages. Using case material as illustrations, the volume explains that interest can be supported to develop, and that the development of a person’s interest is always motivating and results in meaningful engagement. This volume is written for people who would like to know more about the power of their interests and how they could develop them: students who want to be engaged, educators and parents wondering about how to facilitate motivation, business people focusing on ways in which they could engage their employees and associates, policy-makers whose recognition of the power of interest may lead to changes resulting in a new focus supporting interest development for schools, out of school activity, industry, and business, and researchers studying learning and motivation. It draws on research in cognitive, developmental, educational, and social psychology, as well as in the learning sciences, and neuroscience to demonstrate that there is power for everyone in leveraging interest for motivation and engagement.
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Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students’ final exam scores was mediated by students’ levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.
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Optimizing the usability of e-learning materials is necessary to maximize their potential educational impact, but this is often neglected when time and other resources are limited, leading to the release of materials that cannot deliver the desired learning outcomes. As clinician-teachers in a resource-constrained environment, we investigated whether heuristic evaluation of our multimedia e-learning resource by a panel of experts would be an effective and efficient alternative to testing with end users. We engaged six inspectors, whose expertise included usability, e-learning, instructional design, medical informatics, and the content area of nephrology. They applied a set of commonly used heuristics to identify usability problems, assigning severity scores to each problem. The identification of serious problems was compared with problems previously found by user testing. The panel completed their evaluations within 1 wk and identified a total of 22 distinct usability problems, 11 of which were considered serious. The problems violated the heuristics of visibility of system status, user control and freedom, match with the real world, intuitive visual layout, consistency and conformity to standards, aesthetic and minimalist design, error prevention and tolerance, and help and documentation. Compared with user testing, heuristic evaluation found most, but not all, of the serious problems. Combining heuristic evaluation and user testing, with each involving a small number of participants, may be an effective and efficient way of improving the usability of e-learning materials. Heuristic evaluation should ideally be used first to identify the most obvious problems and, once these are fixed, should be followed by testing with typical end users.
Principles of Teaching |: A Modular Approach Quezon City
  • Lydia N Agno
  • D Ph
Agno, Lydia N. Ph D. (2014) Principles of Teaching |: A Modular Approach Quezon City: C & E Publising Inc.
Serious games and learning effectiveness: the case of its deal!
  • M Aleson-Carbonell
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