Mathematics is one of the most challenging subjects for pupils to master but it is an important skill learners need to achieve. To understand the reasons students behave negatively in mathematics, there is a need to identify factors affecting their learning behavior. Hence, this study assisted by introducing the enjoyment of e-learning games and the learning behaviors in Mathematics of Grade 6 Pupils. The use of descriptive-correlational research design and purposive sampling technique resulted in the study's objectives being met for the school year 2021-2022, with thirty (30) grade 6 students as respondents who answered the adapted-modified survey questionnaire prepared by the researchers. The result shows that the enjoyment of e-learning games on concentration, goal clarity, feedback, challenge, autonomy, immersion, social interaction, and knowledge improvement has a positive significant relationship to interest, confidence, motivation, and usefulness that aligned to student’s learning behavior in mathematics. Based on the findings, students felt the effectiveness of e-learning games to boost their enjoyment when it comes to the said subject. This also implies that the usage of e-learning games as an effective teaching tool can contribute to and successfully improve students’ learning behavior. Considering the results of the study, the researchers advised future researchers to consider whether the enjoyment of e-learning games can be used and utilized in subjects other than mathematics, or whether the learning behavior presented here can be modified.
e-learning games, Learning Behavior, Mathematics, Grade 6 pupils
This paper is presented in 2nd International Research Competition 2022
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Cite this article:
Abion, L.D., Alcantara, M.E. & Ching, D.A. (2022). Enjoyment of E-Learning Games and The Learning Behavior in Mathematics of Grade 6 Pupils. The Research Probe, Volume 2 Issue 2, pp. 69 - 76.
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