Abstract. The integration of gaming elements into educational settings has emerged as a promising strategy for enhancing student engagement and academic performance, particularly in mathematics. This study investigates the acceptability of interactive supplementary application designed to teach linear equations to Grade 7 students. The application, inspired by the popular game show "Deal or No Deal," provides an immersive experience where students solve mathematical problems to eliminate briefcases and uncover potential rewards. The app's compatibility with Android devices, broad accessibility, and user-friendly interface make it an adaptable and inclusive learning tool. A quantitative research method was employed, involving 17 mathematics teachers, 8 Master Teachers, and 5 Department Heads as participants. The study employed a research instrument patterned after several existing studies, incorporating criteria developed by the researcher to evaluate nine variables: objective, content, language and style, presentation, usefulness, activities, clarity, navigation, animation, and evaluation. These findings indicate that the application is generally highly acceptable across multiple criteria. Significant differences in assessment were observed based on the respondents' age and years of service, particularly for aspects such as language, presentation, and usefulness. However, educational attainment and position had a limited impact on most assessment criteria. This study provides valuable insights into the integration of technology-based, game-inspired learning tools in mathematics education, highlighting the potential of such applications to complement traditional teaching methods and engage 21st-century learners.
Keywords: Educational technology integration; Game-based learning; Interactive learning tools; Mathematics education in the Philippines.