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Development and Evaluation of Game Based Learning Activities in Mathematics 9 |
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Author Name Keith Jerome B. Galang, LPT Teacher II, F.Buencamino Sr. Integrated School, Gabaldon Nueva Ecija, Philippines Abstract This study aimed to develop and evaluate interactive and collaborative game-based learning (GBL) activities specifically designed for Grade 9 Mathematics. Recognizing the common challenges in engaging students through traditional instructional methods, the research addressed the need for innovative, student-centered approaches that promote active participation and deeper understanding of mathematical concepts. The developed activities were aligned with the K to 12 Mathematics curriculum and evaluated by both teachers and content experts for validity, usability, and instructional design. Data were collected using surveys, expert validation tools, and qualitative feedback from classroom implementation. The evaluation revealed consistently "Very Satisfactory" ratings across all indicators, affirming the activities’ visual appeal, clarity, accessibility, and practicality in classroom settings. Teachers noted that the materials supported student motivation, conceptual understanding, and collaborative learning. Experts highlighted the strength of the activities in integrating pedagogical goals with interactive design, although minor refinements in layout and visual elements were suggested to further enhance user experience. The findings affirm that game-based learning activities, when thoughtfully designed and aligned with curricular goals, can significantly enhance mathematics instruction. These tools not only support student learning through engagement and interaction but also assist teachers in delivering lessons more effectively. Furthermore, the study supports existing literature on the positive impact of GBL on student achievement and 21st-century skill development, such as communication, critical thinking, and collaboration. In conclusion, the developed GBL materials present a viable instructional innovation that can bridge the gap between educational objectives and learner engagement in secondary mathematics classrooms.
Key Words: Game-Based Learning Activities, Collaborative and Interactive Activities in mathematics 9 Published On : 2025-08-07 Article Download : ![]() |