You are on page 1of 2

Conceptual Framework

Gamification Learner’s Engagement


 Relevance and quality of the  Learning Achievement
information  Learning Motivation
 Frequency of the activity  Learning Participation
 Technology-assisted

Figure 1. Conceptual Framework

Figure 1 shows that the independet variable which is gamification have significant
relationship on Learner’s Engagement of High School Students of Abada College in terms of
learning achievement, learning motivation and learning participation.

The single headed arrow signifies the hypothesized relationship between the variables.

Statement of the Problem

This research aimed to determine the relationship between gamification in teaching


mathematics and learner’s engagement of high school students of Abada College.

Specifically, the researchers wanted to answer the following questions:

1. What is the effect of gamification in teaching mathematics to learner’s engagement in terms


of:
1.1. Relevance and quality of the information
1.2. Frequency of the activity
1.3. Technology-assisted
2. What is the level of learner’s engagement of Grade 10 students of Abada College in terms of:
2.1. Learning Achievement
2.2. Frequency of the Activity
2.3. Technology-assisted

3. Is there a significant relationship between gamification in teaching mathematics and learner’s


engagement?
Statement of the Hypothesis

There is no significant relationship between the gamification in teaching mathematics


and learner’s engagement of High School Students of Abada College

Significance of the Study

The result of the study will be beneficial to the following:

Students. This study will help students as they will understand the effect of gamification when
teaching mathematics. The student will be engaged on mathematics and will developed
knowledge retention when it come to learning mathematics.

Teachers. Recognizing the effectiveness of gamification in teaching mathematics will help


teachers generate various strategies to make the teaching and learning process entertaining and
worthwhile.

Parents. This study may also be useful for parents because they will know that their children is
in good hands as they have access to quality education that can make them successful in
academics.

Future Researcher. The conducted study will open doors for future researcher to refine and
expand studies in relation to gamificiation in teaching mathematics. This may serve as a source
of information about the effectiviness of gamification when teaching mathematics in the
engagement of students.

You might also like