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Merle, R. S. (2024). Enhancing Proficiency in Quadratic Equations and Functions Through the MILAPlus Strategy. Journal of Contemporary Educational Research, 8(1), 221-232.

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Article

Unveiling the Effects of Gamification on Math Learning: A Literature Review in the Philippine Context

1University of Science and Technology of Southern Philippines, Cagayan de Oro City, Philippines


Journal of Innovations in Teaching and Learning. 2024, Vol. 4 No. 1, 13-19
DOI: 10.12691/jitl-4-1-3
Copyright © 2024 Science and Education Publishing

Cite this paper:
Jun Mark Rey O. Nob, Dennis B. Roble, Laila S. Lomibao. Unveiling the Effects of Gamification on Math Learning: A Literature Review in the Philippine Context. Journal of Innovations in Teaching and Learning. 2024; 4(1):13-19. doi: 10.12691/jitl-4-1-3.

Correspondence to: Jun  Mark Rey O. Nob, University of Science and Technology of Southern Philippines, Cagayan de Oro City, Philippines. Email: jmreynob@gmail.com

Abstract

There is a dearth of research investigating the synthesis of the overall effects of gamification in mathematics education within the Philippine context. To address the gap, this systematic review of the literature was conducted. Out of the 256 articles gathered, 31 articles passed the criteria and were selected for review. Thematic analysis revealed that the effects of gamification were multifaceted in the Philippine setting. Positive outcomes include increased engagement and motivation, improved academic performance, and enhanced higher-order thinking skills. Several factors support the increase in student engagement and motivation including the provision of a competitive learning environment, the positive impact of collaboration, the use of rewards, and the role of interactive and immersive features in gamified interventions. Moreover, the improvement in the academic performance of students in math is supported by factors such as the integration of feedback mechanisms, gamifications’ ability to meet students' diverse learning needs, and the important role of technology as an enabler of gamified interventions. However, studies conducted showed that there were limited effects, particularly on students' attitudes, anxiety, and self-efficacy toward the subject. The researchers recommend to study further the gaps found through this review.

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