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This study examined how well Grade 11 students performed academically using
Mathematics Gamified Application for Learner's Interactive Numeracy Growth. According
to this study, utilizing a gamified learning app (Math-GALING) improved students'
performance when statistics and probability were explained. It was discovered that the
planned the use of gamified learning applications improved students' academic
performances.
(Rincon-Flores et al. 2023) highlighted that adding leaderboards and badges are
examples of gamified incentive systems that have a beneficial impact on students'
attitudes and creates an engaging learning environment.
Malabayabas, M. E., Yazon, A. D., Tessoro, J. F. B., Manaig, K. A., & Sapin, S. B. (2024).
Effectiveness of Mathematics-Gammified Applications for Learners Interactive Numeracy
Growth (Math-Galing) in enhancing the academic performance of Grade 11 learners.
Advanced Journal of STEM Education, 2(1), 31–42.
https://doi.org/10.31098/ajosed.v2i1.2324
Enhancing Student Engagement through Gamification Strategies in Multi-
Grade Classroom
The purpose of this study was to increase the percentage of participation in the school's
Alternative Learning System (ALS) Night School Program (NSP) Junior High Learners are
gamifying their assessment process with Kahoot. An investigation of how gamification
affects motivation and engagement in game-based learning was conducted by (Erylmaz
and Boicu, 2023), adding gamification elements like badges and points enhances pupils'
innate motivation, passion, and tenacity while also positively influencing their conduct
and learning, particularly for individuals who are more gregarious and tolerant
Magallanes, M. L. P., Magadan, A. G. A., Absin, J. M. V., Paña, V. G. R., Pagara, C. R. A., &
Salarda, I. B. (2024). Enhancing Student Engagement through Gamification Strategies in
Multi-Grade Classroom. International Journal of Research and Innovation in Social
Science, VIII(VIII), 2387–2393. https://doi.org/10.47772/ijriss.2024.8080180