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PANTAO, an International Journal of the Humanities and Social Sciences, with ISSN 3028-0877, is an annual journal that serves as a scholarly platform dedicated to the exploration and dissemination of research in the disciplines of humanities and social sciences.


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Author

Mhar Ariz T. Marino
Cebu Technological University
Brgy. Tilis, Bato, Catanduanes, Philippines
Email: mharariz.marino@unc.edu.ph

Abstract

This study aimed to assess the effectiveness of Gamification in teaching mathematics to Grade 7 students at Bato Rural Development High School in Catanduanes Division for school year 2024-2025 as basis for proposed an instructional strategy enhancement plan. The researcher employed a pre-test – post-test experimental design to the respondents that were used to help interpret the results of the study. There were 60 students who participated in the study and were identified using purposive sampling. The data gathered were treated statistically using frequency count, percentage, mean, and standard deviation, paired t-test, and test for independent sample in order to arrive an inference based on the evidence presented by the data. The result revealed that the level of mathematics achievement of the control group and experimental during pre-test was fairly satisfactory and the level of mathematics achievement of the control group during post-test was satisfactory while a very satisfactory was found in the level of mathematics achievement of the experimental group during the post-test. Additionally, the test of difference between the pre-test and post-test scores of the control group was found significantly difference while a significantly difference was also found in the test of difference between the pre-test and post-test scores of the experimental group. Furthermore, a significant mean gained difference was found on the pre-test and post-test scores between the two groups. Based on the study’s findings, it can be concluded that using gamification (Hexariz) when instructing mathematics improves students’ performance. The experimental group’s pre-test and post-test results showed a substantial difference. But the control group’s pre-test and post-test results likewise showed a significant difference (using traditional approach in studying mathematics). In the light of the findings of the study, it is highly recommended that the proposed intervention plan to enhance the mathematics performance of the respondents in math be adopted.

Keywords: Mathematics, students’ academic performance in math, pretest – posttest experimental design, Bato, Catanduanes, Philippines

DOI: http://doi.org/10.69651/PIJHSS0501715

Recommended citation:
Marino, M. A. T. (2026). Hexariz: A puzzle game for enhancing the performance of students in Grade 7 – Mathematics. Pantao (The International Journal of the Humanities and Social Sciences) 5 (1), 7913-7922. http://doi.org/10.69651/PIJHSS0501715

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