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Bimonthly Since 1986 |
ISSN 1004-9037
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Publication Details |
Edited by: Editorial Board of Journal of Data Acquisition and Processing
P.O. Box 2704, Beijing 100190, P.R. China
Sponsored by: Institute of Computing Technology, CAS & China Computer Federation
Undertaken by: Institute of Computing Technology, CAS
Published by: SCIENCE PRESS, BEIJING, CHINA
Distributed by:
China: All Local Post Offices
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05 July-September 2023, Volume 38 Issue 4
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Abstract
the study focused on The Impact of Digital Gamification and Traditional-Based Learning on Grade 10 Students’ Mathematics Achievement. The study utilized a quasi-experimental research design. This study focuses on gamified learning approaches and traditional-based learning and their impact on students’ achievement in Mathematics. Moreover, the study occurred at Bantayan National High School, Ticad, Bantayan, Cebu. The participants of this research are the grade 10 students of Bantayan National High School. Two sections will be assigned to the control group, while another two will be assigned to the experimental group. The findings of the study indicated that the use of digital gamification can significantly improve students' mathematical skills, aligning with the need to leverage technological advancements in education. Likewise, adapting to technological developments is crucial for educators, emphasizing the value of incorporating tools such as gamified teaching approaches to enhance student engagement and learning effectiveness
Keyword
Digital Gamification, Mathematics Achievement.
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