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Battlemath: The Ultimate E-Learning Experience for Grade 5 Elementary Mathematics

Authors

John Carl L. Gumera

Information Technology, Pangasinan State University, Alaminos City Campus (PH)

Jomar B. Jacob

Information Technology, Pangasinan State University, Alaminos City Campus (PH)

Ivaln D. Laguisma

Information Technology, Pangasinan State University, Alaminos City Campus (PH)

Marven M. Rosal

Information Technology, Pangasinan State University, Alaminos City Campus (PH)

Ruissan A. Ramos

Information Technology, Pangasinan State University, Alaminos City Campus (PH)

Article Information

DOI: 10.51583/IJLTEMAS.2026.150400068

Subject Category: Mathematics Education

Volume/Issue: 15/4 | Page No: 746-751

Publication Timeline

Submitted: 2026-05-08

Published: 2026-05-08

Abstract

It is basic mathematics which is the critical foundation that gives the predictability of the overall success of a student during his or her whole course of study. The delivery of knowledge in the contemporary educational setup entails the application of many different modalities of learning, ranging from simple printed handouts to complicated computerized programs. More importantly, the active learning process is not limited to the school environment, but it continuously goes on even at home. This paper provides a comprehensive developmental history and systematic analysis of BattleMath, which is a narrative-based mobile application designed as a universal learning tool in Grade 5 mathematics. The educational tool has been carefully created in consideration of the requirement of the national curriculum with reference to the Agile Development Model and the Mechanics-Dynamics-Aesthetics (MDA) model. The application directly tackles the psychological obstacle of math anxiety by creatively encoding the abstract division problems into a thrilling hero-villain experience. The player takes the adventurous role of Arlo, and he must successfully defeat the antagonist, Chronus, by being consistently accurate in his mathematical calculations. The researcher performed a detailed descriptive study to test the prototype, which involved gathering the necessary assessment data of Grade 5 students and their teachers at Maawi Elementary School, which served as the primary research site. It was found that the application has high technical quality, achieving an Excellent rating on Usability and a Very Good rating on Functional Suitability. Such highly beneficial acceptability scores indicate that BattleMath is acceptable and usable as a supplementary tool alongside conventional teaching strategies in various primary learning environments.

Keywords

BattleMath, Mobile Learning, Grade 5 Mathematics, Agile Model, Gamification, E-Learning Assessment

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References

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