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The study aimed to assess the effectiveness of the gamification intervention in improving students' understanding of statistics and probability concepts during the school year 2024- 2025. It used a quasi-experimental research design, employing a 30-item multiple-choice test for pre- and post-tests in Statistics and Probability. Purposive sampling was used to select the sample participants who were Academic -A and TVL-1A students. Project GAME (Gamification and Mathematical Engagement) effectively improved senior high school students' performance in Statistics and Probability. Initially, both the Academic - A and TVL - IA groups were performing below expectations, but after the intervention, both groups performed satisfactorily in Statistics and Probability. The improvement was statistically significant, demonstrating that Project GAME strategies helped students better understand complex concepts in Statistics and Probability. Based on the findings, the school may formalize the integration of gamified learning methods, especially in subjects like Statistics and Probability, where students often struggle. Gamification can significantly boost student engagement and academic performance, and policies may ensure that teachers are properly trained to implement these strategies effectively. Another recommendation is to adopt personalized learning approaches by using adaptive learning technologies. These technologies can tailor content to each student's needs, offering targeted support where necessary and ensuring that all learners are appropriately challenged.
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Deborah E. Bandahala (2026) studied this question.
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