ISSN: 2782-893X
eISSN: 2799-0664
—— This study is conducted to determine effectiveness of game-based learning strategy to the performance of the Grade 5 learners. The findings of the study will be the bases for the proposed enhancement Plan. This study utilized Quasi-Experimental research design to determine the Effectiveness of game-based learning materials. The test of difference between the scores in the pre-test and post-test of Grade 5 pupils in Mathematics subject before and after the integration of game-based learning strategy in learning Mathematics. Aspects being measured (Grade 5 learners ), test scores for the pre- and post-test, computed and critical T-values, decision based on comparison of computed and critical T-values, and interpretation of decision are all shown in the table. Table 3 above showed that the pre-test of Grade 5 pupils performance in Mathematics which is lower than the post-test. From the pre-test and post-test performance of Grade 6 pupils after the integration of the Game-based Learning Strategy which resulted to a computed t value which is higher than the critical t value under the level of significance and the hypothesis which states that there is no significant difference between the pretest and post test performance of Grade 5 pupils in mathematics before and after the integration of the game-based learning strategy is rejected. Table 3 results about the test of difference between the scores in the pre-test and post-test of Grade 5 pupils in Mathematics subject before and after the integration of Game-based learning strategy in Mathematics implied that the aforementioned results are statistically significant considering that the scores were improved from the pretest to the posttest performance. This is due to the fact that the intervention is effective in improving the performance of the learners mathematical skills of learners. The rejection of the null hypothesis signifies that the teaching approaches shared by the teacher-researcher is successful, which means that it really serve its purpose which is to increase the mathematical skills of learners. Keywords — Effectiveness Game-based Learning Strategy Grade 5 Learners Mathematics