Game-Based Multiplication: Enhancing Fact Mastery in Grade 4 Learners in Philippine Public Elementary Schools

Authors

  • Maricris C. Camarillo Polytechnic College of La Union, La Union, Philippines

DOI:

https://doi.org/10.69569/jip.2026.323

Keywords:

Fact fluency, Game-based learning, Grade 4 mathematics, Multiplication mastery, Quasi-experimental design

Abstract

Multiplication fact fluency remains a persistent challenge among intermediate primary learners, particularly in contexts where instruction is predominantly drill-based, teacher-led, and assessment-driven. This quasi-experimental study examined the effectiveness of structured math games as instructional tools in enhancing the multiplication fact mastery of Grade 4 learners across twelve public elementary schools in Bauang North District, La Union, Philippines. A total of 360 learners participated, with 180 exposed to four weeks of game-based multiplication instruction (e.g., Multiplication Bingo, Salute!, Roll and Multiply, Multiplication War) and 180 receiving conventional drill-based instruction (timed worksheets, flashcards, recitation). The intervention systematically integrated games into warm-up, main activity, and reflection phases aligned with the Department of Education’s Most Essential Learning Competencies for Grade 4 Mathematics. Statistical analyses revealed significant improvements in the experimental group’s multiplication fact mastery scores compared to the control group (p < .001), with a moderate-to-large effect size (Cohen’s d = 0.85). Gains were especially evident in accuracy (percentage correct), with the experimental group shifting from 15.56% Proficient/Advanced at pretest to 48.33% at posttest, while the control group improved only from 16.67% to 28.89%. These findings emphasize the potential of low-tech, play-based, socially interactive pedagogies in primary mathematics education, positioning structured math games as effective scaffolds for developing automaticity and confidence in multiplication facts within the Philippine context.

 

Downloads

Download data is not yet available.

References

Abu Bakar, D.N.N.P., Shahrill, M., & Zakariya, Y. (2023). Digital escape game and students’ learning outcomes in mathematics: Experience from Brunei. SAGE Open, 13(4). https://doi.org/10.1177/21582440231216838

Al-Barakat, A.A., AlAli, R.M., Al-Hassan, O., & Aboud, Y.Z. (2025). Evaluating the effectiveness of electronic games-based learning in enhancing children’s multiplication skills and cognitive achievement. International Journal of Information and Education Technology, 15(5), 947–954. https://doi.org/10.18178/ijiet.2025.15.5.2301

Alvi, I. (2024). Gamification in education management: Fulfilling students’ intrinsic needs and learning outcomes. Prabandhan: Indian Journal of Management, 17(11), 41–60. https://doi.org/10.17010/pijom/2024/v17i11/174022

Bay-Williams, J.M., & Kling, G. (2019). *Math fact fluency: 60+ games and assessment tools to support learning and retention*. ASCD.

Busquit, D., Jr. (2025). "Math Games: Math for Kids Learning App" and learners' proficiency level in numeracy. Pantao Journal, 4(2). https://pantaojournal.com/2025/06/10/v4-i2-134/

De Vera, J.A., & De Vera, C.M. (2025). Enhancing mathematical performance through flash card implementation: A quasi-experimental analysis of multiplication skills among Grade 4 students in Pangasinan, Philippines. MSI Journal of Arts, Law and Justice, 2(6), 1–14. https://doi.org/10.5281/zenodo.15703931

Department of Education. (2020). Most Essential Learning Competencies. https://deped.gov.ph/2020/07/13/melcs/

Diaz, A., & Estoque-Loñez, H. (2024). A meta-analysis on the effectiveness of gamification on student learning achievement. International Journal of Education in Mathematics, Science and Technology, 12(5), 1236–1253. https://doi.org/10.46328/ijemst.4185

Gliksman, Y., Berebbi, S., & Henik, A. (2022). Math fluency during primary school. Brain Sciences, 12(3), 371. https://doi.org/10.3390/brainsci12030371

Hui, H.B., & Mahmud, M.S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

Juniarmi, I. (2025). The effectiveness of digital educational games in increasing elementary school students’ interest in learning mathematics. Aksioma Education Journal, 2, 45–53.

Kang, H. (2021). Sample size determination and power analysis using the G*Power software. Journal of Educational Evaluation for Health Professions, 18, 17. https://doi.org/10.3352/jeehp.2021.18.17

Kling, G., & Bay-Williams, J. (2021). Eight unproductive practices in developing fact fluency. *Mathematics Teacher: Learning and Teaching PK-12, 114*(11), 830–838. https://doi.org/10.5951/MTLT.2021.0069

Miller, C., Smith, S., & Pugatch, M. (2020). Experimental and quasi-experimental designs in implementation research. Psychiatry Research, 283, 112452. https://doi.org/10.1016/j.psychres.2019.06.027

Mulisa, F. (2022). Sampling techniques involving human subjects: Applications, pitfalls, and suggestions for further studies. International Journal of Academic Research in Education, 8(1), 74-83. https://doi.org/10.17985/ijare.1225214

Mullis, I.V.S., Martin, M.O., Foy, P., Kelly, D.L., & Fishbein, B. (2020). TIMSS 2019 international results in mathematics and science. Boston College, TIMSS & PIRLS International Study Center. https://timssandpirls.bc.edu/timss2019/international-results/

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. OECD Publishing. https://www.oecd.org

Ophuis-Cox, F., Catrysse, L., & Camp, G. (2023). The effect of retrieval practice on fluently retrieving multiplication facts in an authentic elementary school setting. Applied Cognitive Psychology, 37(6), 1463–1469. https://doi.org/10.1002/acp.4141

Reichardt, C.S., Storage, D., & Abraham, D. (2023). Quasi-experimental research. In A. L. Nichols & J. Edlund (Eds.), The Cambridge Handbook of Research Methods and Statistics for the Social and Behavioral Sciences: Vol. 1. Building a Program of Research (pp. 292–313). Cambridge University Press.

Rosidah, M., Fakhri, M.M., Naufal, M.A. (2025). From games to gains using GeoGebra: Investigating microgames and augmented reality in affecting student motivation, confidence and problem-solving strategies in learning mathematics. Education and Information Technologies, 30, 21371–21402. https://doi.org/10.1007/s10639-025-13620-7

Second Congressional Commission on Education (EDCOM 2). (2026). Turning point: A decade of necessary reform [Final report]. Senate of the Philippines. https://edcom2.gov.ph/publications/the-edcom-2-final-report/

Xiang, M., Zhang, L., Liu, Y., Wang, X., & Shang, J. (2025). Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load. Entertainment Computing, 52, Article 100869. https://doi.org/10.1016/j.entcom.2024.100869

Downloads

Published

2026-08-12

How to Cite

Camarillo, M. (2026). Game-Based Multiplication: Enhancing Fact Mastery in Grade 4 Learners in Philippine Public Elementary Schools. Journal of Interdisciplinary Perspectives, 4(9), 139–147. https://doi.org/10.69569/jip.2026.323