RO6 Math Games
RO6 Math Games
RO6 Math Games
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
Overview
Accordingly, Tugun (2018), emphasized that along with the 21 st –century digital era,
the integration of technology in education has accelerated, the use of technology in
classrooms has become widespread, and its integration has gained importance. Learners
tend to enjoy the use of gadgets everywhere, and so teaching and learning must be
adaptable to the needs of time to stay relevant and effective. Teachers and school leaders
are in constant quest for a better learning opportunities tailored fit to the kind of learners they
have.
Technology is everywhere and the number of learner-users are growing
exponentially. The use of technology in dealing with learners will simply make them unaware
that they are learning or taking the test, instead they will enjoy the moment anytime,
anywhere. Also, it provides new avenues for teachers to enhance their craft. The feedback
after teaching can help with immediate re-teaching that will lead to student success, (Looney
2019).
For now, the growing use of mobile gadgets presents new challenges in the field of
teacher training and classroom instruction (Eyal, 2015). However, some authors describe
that technology integration into math improved student learning because students are
provided with immediate feedback by software programs and teachers are supported with
training (Looney 2019).
The use of educational games as learning tools is a promising approach due to the
games’ abilities to teach and the fact that they reinforce not only knowledge but also
essential skills such as problem-solving, collaboration, and communication (Dicheva, et al,
2015). Incorporating elements from games into classroom scenarios is a way to provide
students with ample chance to act autonomously, to display competence, and to learn
relationship to others. Game elements are a familiar language that learners speak, and an
additional channel through which teachers can communicate with their students (Saurabh,
2014).
Gamification of educational processes can be described as the successful integration
of the gamification framework into the curriculum in order to improve students’ motivation,
academic achievement, and attitudes toward lessons (Yildrim 2017). The idea of making
lessons more student friendly to help with captivating young minds and creating an engaging
learning environment are now considered learning focused classes. This is due to the fact
that games designed in an effective form stimulate large gains in productivity and creativity.
One would say that when engagement time is increased, student learning would
increase as well. “Gamified” active learning has shown to increase students’ academic
performance and engagement and help them make more social connections than standard
course setting (Chen et.al, 2018).
Achievement motivation is an important component for academic success in all levels
of education, from primary school, through junior high school, and finally the senior high
school, thus this Digital Game-Based Math Learning (DGBML) as an innovation is deemed
important and timely. It is a way to achieve unified actions across the home of the
Champions in learning Math lessons by way of exciting games to aid learning. Likewise, it is
hope to provide an appealing strategy in teaching to develop love for the discipline.
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
Innovation Description
Innovation Statement
In the advent of technology, hand held gadgets are so popular with everybody
especially the young ones. It seems that they are unstoppable once they are using it, they
could not be disturbed, and seem to live in isolation. They are totally engaged, with all
senses focused on the gadgets. In some instances, “break time” is also synonymous to
“gadget time”. Usually, they are busy playing games or doing messaging with the device.
With this scenario, the group would like to redirect the attention and grab the
inclination of the learners into something beneficial especially in the accumulation of
knowledge with numbers with the help of digitally crafted Math Games.
Specifically, this activity aims to:
1. Deliver considerable number of math games for everyone when needed at
any given time;
2. Gather great minds to work and develop interactive math sessions;
3. Building a community of educators and learners for the expansion of 21st
Century Skills;
4. Maximize utilization of global opportunities through online number games;
and advancing
5. “Learning while playing” pedagogy.
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
Implementation Procedure
A. Process Flow/Framework
3. Pilot Testing
4. Finalization
(Determine the usability of
the identified digital
(Revise and make
number games) necessary adjustment/s)
5. Information
6. Monitoring and
Dissemination
Evaluation
(Orient the user of the
(Monitor the utilization of
DGBML)
the DGBML)
7. Supervision 8. Assessment
(Give necessary (Gather and analyze
Technical Assistance) data for reporting)
9. Showcase of
Developed Games
School Level
District Level
Division Level
Regional Level
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
B. Project Management - The following are the Term of Reference (TOR) of the
different levels of implementation:
Regional Office:
School:
1. Coordinates with the Division EPS in Mathematics about the
implementation of the innovation.
2. Oversees the implementation of the project.
3. Encourages and gives support to the Mathematics Teachers and learners
during the training and the Division Showcase.
4. Monitors the impact of the project to the learners and teachers.
Teacher:
1. Attends training workshop on Mathematical Games.
2. Implements the project in the classroom setting/delivery of instructions.
3. Assess and evaluate the developed Mathematical game being
implemented during feedback giving sessions.
4. Encourages learners to participate in the School/Cluster/District/Division
Showcases.
Learner:
1. Utilize the Mathematical Game being implemented.
2. Give comments/suggestions for the improvement of the Games.
3. Participates actively in the School/Cluster/District/ Division Showcase
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
D. Resource Utilization - The funding of the innovation will be taken from MOOE or any
other eligible sources.
Innovation Output/Outcomes
Outputs/Outcomes Beneficiary/ies
(Enumerate the outputs or outcomes (who will benefit the corresponding
produced from this innovation) outputs or outcomes)
Sustainability Plan
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
It is the ultimate goal of this innovation to “Gamify” Mathematics learning by the use
of digital platforms to be more appealing to the senses of the learners. They will enjoy the
games while at the same time learn the concepts, a step in making the learners Champions.
It is suggested to hold a showcase on the developed number games in every schools
division office to gain more support and encourage additional participation from among the
teachers.
There will be a yearly Regional Convergence among Mathematics Teachers where
sharing of practices and presentation of additional Math games developed will be presented
and be given due recognition. Best implementing schools and teachers will be identified and
be given award at the end of every school year.
“Let students gain more learning through Mathematical Games.”
Prepared by:
ALAN PORNEL
Mathematics Coordinator, Passi City SDO
Noted:
Recommending Approval:
Approved:
Reference:
Republic of the Philippines
Department of Education
REGION VI – WESTERN VISAYAS
SCHOOLS DIVISION OF ILOILO
Crossouard, B. and Pryor, J. (2012). How Theory Matters: Formative Assessment Theory
and Practices and Their Different Relations to Education. Studies in Philosophy and
Education, Vol. 31, 251–263