The challenge of attaining proficiency in fundamental mathematical competencies,
notably multiplication, persists as a critical concern within the educational landscape of
the Philippines. The deficiency in numerical aptitude, specifically in mastering
multiplication tables, impedes academic progression in more advanced mathematical
disciplines. The prevalent reliance on conventional pedagogical approaches across
many educational institutions has proven insufficient in stimulating student engagement,
resulting in a considerable proportion of learners failing to achieve the baseline
numerical standards. This predicament is further aggravated by the scarcity of
innovative and captivating teaching methodologies within certain regions, necessitating
the exploration of alternative pedagogical frameworks. Game-based learning (GBL),
characterized by its interactive and gamification attributes, emerges as a viable solution
in mitigating these educational challenges. The incorporation of dynamic and engaging
components within GBL has been empirically shown to enhance student involvement,
bolster retention rates, and deepen the comprehension of mathematical principles.
Fundamental numeracy encompasses the ability to understand and utilize mathematical
concepts in daily scenarios, with multiplication being a core skill within this domain.
Globally, scholarly investigations have consistently illuminated the enduring difficulties
encountered in acquiring basic arithmetical operations. For instance, Chamorro (2020)
underscored the inadequacies of traditional educational methodologies in sufficiently
captivating learners within the Spanish context, prompting advocacy for innovative
pedagogical approaches. Concurrently, Udjaja et al. (2018) documented the substantial
improvements in mathematical achievements facilitated by gamified learning
interventions, which integrate interactive elements such as audiovisual supports to
reinforce understanding. On an international scale, the Programme for International
Student Assessment (PISA) in 2022 divulged that the Philippines was positioned
amongst the lowest echelons in global mathematical proficiency, which underscores
pervasive inadequacies in foundational numeral capabilities. This demonstrative
shortfall accentuates the imperative for interventions aimed at augmenting student
engagement and retention of mathematical competencies. The deployment of
technological resources, epitomized by game-based learning applications, has been
identified as a promising avenue in surmounting these educational obstacles,
particularly through enhancing comprehension and application of multiplication
principles (Huang et al., 2020). Within the local context, empirical inquiries have
consistently underscored the pressing necessity to address numerical challenges
confronting Filipino pupils. Fababaer (2019) expounded on the correlation between the
inability to master multiplication and subsequent academic struggles in mathematics,
thereby obstructing students' educational advancement. Moreover, investigations
carried out in Cateel, Davao Oriental, have accentuated the critical demand for
innovative educational instruments, as traditional pedagogical modalities remain
ineffectual in bridging foundational learning deficiencies (Moreno & Susada, 2024).
Subsequent research posited that gamified learning platforms exhibit particular efficacy
within the Philippine milieu, where the accessibility to quality educational resources is
markedly varied (Rahayu & Rukmana, 2022). In light of this contextual foundation, the
current study is devoted to examining the potential of the “Multiplication Quest”
application in tackling the aforementioned educational hurdles. This application's
interactive multiplication times-table feature stands out as especially germane,
transfiguring the monotonous practice of rote memorization into an absorbing and
stimulating educational experience through gamified mechanics. With functionalities that
include quizzes, progression tracking, and competitive modes, the app fosters an
adaptive learning ecosystem, attuned to contemporary pedagogical requisites. This
research endeavor is aimed at assessing the utility of “Multiplication Quest” in
augmenting the multiplication abilities of Grade 3 learners within the Philippines.
The predicament of achieving mastery in essential mathematical skills,
particularly multiplication, continues to be a significant issue within the
educational sphere of the Philippines. The deficiency in basic numerical
proficiency, especially in terms of memorization and application of
multiplication tables, constitutes a barrier to academic progression in more
advanced mathematical topics. The widespread adherence to traditional
teaching methodologies in numerous educational settings has been
demonstrated to be inadequate in fostering student engagement, leading to
a substantial portion of students failing to meet minimum numerical
proficiency standards. This situation is exacerbated by a lack of innovative
and engaging teaching methods in some regions, highlighting the need for
alternative pedagogical strategies. Game-based learning (GBL), with its
interactive and gamification elements, offers a potential solution to address
these educational challenges. The integration of dynamic and engaging
aspects within GBL has been shown through empirical research to improve
student participation, increase retention rates, and enhance understanding
of mathematical concepts.
Numeracy, defined as the capability to comprehend and employ
mathematical ideas in everyday life, with a particular emphasis on
multiplication as a key skill, has been recognized as challenging globally.
Research has consistently highlighted the difficulties faced by students in
acquiring basic arithmetic skills. For example, Chamorro (2020) pointed out
the limitations of conventional teaching approaches in engaging students in
Spain, calling for innovative pedagogical methods. Similarly, Udjaja et al.
(2018) observed significant enhancements in mathematical performance
resulting from gamified learning interventions that incorporate interactive
components like audiovisual aids to strengthen comprehension.
In an international context, the results from the Programme for International
Student Assessment (PISA) in 2022 indicated that the Philippines ranked
among the lowest in terms of global mathematical proficiency. This reveals
widespread deficiencies in foundational numerical skills, emphasizing the
necessity for measures aimed at improving student engagement and the
retention of mathematical knowledge. The adoption of technological tools,
exemplified by game-based learning applications, has been highlighted as a
promising approach to overcome these educational challenges, particularly
through the improvement of multiplication understanding and application
(Huang et al., 2020).
Within the Philippine context, empirical studies have persistently illustrated
the urgent need to address the numerical challenges faced by learners.
Fababaer (2019) discussed the link between the struggle to master
multiplication and subsequent academic difficulties in mathematics,
hindering students' educational progress. Additionally, research conducted in
Cateel, Davao Oriental, emphasized the acute necessity for innovative
educational tools, as traditional pedagogical methods prove ineffective in
remedying foundational educational gaps (Moreno & Susada, 2024). Further
research suggested that gamified learning platforms are particularly effective
in the Philippine context, where access to quality educational resources
significantly varies (Rahayu & Rukmana, 2022).
Given this backdrop, the present study focuses on exploring the efficacy of
the “Multiplication Quest” application in addressing the educational
challenges. This application's interactive multiplication times-table feature is
particularly relevant, transforming the tedious task of memorizing through
repetition into an engaging and stimulating learning experience by
employing gamification techniques. With features that include quizzes, and
progress tracking, the app cultivates an adaptive learning environment that
aligns with modern pedagogical needs. This research aims to evaluate the
effectiveness of “Multiplication Quest” in enhancing the multiplication skills
of Grade 3 students in the Philippines.