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UTILIZATION OF E-GAMES NUMERACY TOOLS TO ENHANCE PUPILS’ ACADEMIC PERFORMANCE: A PROPOSED SUPPLEMENTARY ACTIVITIES

IN TEACHING MATHEMATICS I

MARIFE M. MALIJAN

· Volume III Issue III

The purpose of this study is to enhance academic performance of Grade One Pupils in Mathematics utilizing E Games Numeracy Tools. (Methods)Descriptive statistics were utilized to determine percentage, frequency and weighted mean to describe the variables of study. The respondents were chosen from Grade One pupils of Sto. Tomas North Central School for SY. 2019-2020. There were 36 respondents from Grade One Daisy who used E Games Numeracy Tools. Researcher conducted classes with the respondents utilizing E Games Numeracy Tools and test was given. Scores before and after the utilization of E Games Numeracy Tools were collected, analyzed, tabulated and interpreted for statistical treatment. (Findings) The Mean score before utilization of E Games Numeracy Tools was 10.27 which shows that learners need enhancement to elevate learning competency. After the utilization of E Games Numeracy Tools, Mean score increases to 44.73 which means they performed better when taught using E Games Numeracy Tools. (Values) Researcher wants to propose Supplementary activates that can bridge learning gaps.

Keywords:  E games, Numeracy tools, utilization

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