GADIMATH: Gamified Discrete Mathematics

  • Jan Mark S. Garcia West Visayas State University-Himamaylan City Campus, Negros Occidental, Philippines https://orcid.org/0000-0002-3306-0507
  • Reymund L. Sabay University of Negros Occidental-Recoletos, Bacolod City, Philippines
Keywords: Information Technology, GADIMATH, Learning Reinforcement, Scaffolding of Activities, Gamification, Two-Dimensional, Interactive Environment, Mind-Setting Goal

Abstract

GADIMATH: Gamified Discrete Mathematics is an interactive two-dimensional mobile-based application in discrete mathematics working on the Android program. This application would work as an additional tool to strengthen the students' training in discrete mathematics. It would benefit students to observe particular rules, accomplish goals, and resolve problems. Upon using the application, students would experience enjoyment, interaction, and motivation while learning takes place. The problems and difficulties that the students encountered towards mastering learning competencies in mathematics are the instructions, school adjustments, and over-extended schedules. With all these difficulties and struggles, the proponent produces the GADIMATH's main features: user-friendliness, infotainment, authenticity, interactivity, learning support, portability, and changing environment. GADIMATH has seven functions: choose avatar, gameplay, backpack, shop, settings, help, and about that are merged to form a final and impeccable product.

Published
2020-11-16
How to Cite
Garcia, J. M. S., & Sabay, R. L. (2020). GADIMATH: Gamified Discrete Mathematics . Philippine Social Science Journal, 3(2), 181-182. Retrieved from https://philssj.org/index.php/main/article/view/180