Bizmath-fast (business mathematics – formula accuracy & speed trainer)

Ajol, Tracy Adeline and Gran, Shirley Sinatra and Joseph, Stefanie Natasha Rich and Robert, Cindy and Tang, Howe Eng (2025) Bizmath-fast (business mathematics – formula accuracy & speed trainer). International Exhibition & Symposium On Productivity, Innovation, Knowledge & Education. pp. 83-88. ISSN 9789672948568
Abstract

Many students struggle to identify and apply the correct formulas when solving Business Mathematics problems. This often leads to mistakes, confusion, a lack of confidence, and poor academic performance. BizMath-FAST is a gamified educational tool designed to address this issue. It is an innovative gamification tool designed to enhance conceptual understanding and support accurate formula selection in Business Mathematics problem-solving. This interactive learning aid turns formula practice into a fun and engaging experience. The tool features multiple levels, business-related challenges, time limits, and instant feedback to help students practice selecting and applying the correct formulas. Key topics include interest, profit, depreciation, and other practical areas that support students’ understanding of real-world business problems. The primary objective of BizMath–FAST is to foster critical thinking, enable students to identify appropriate formulas more efficiently, and strengthen their problem-solving abilities. What makes the tool distinctive is its emphasis on helping students understand the rationale behind formula selection and application, rather than relying solely on memorization, which is a skill often neglected in traditional classroom settings. Initial classroom implementation of the gamified concept approach, piloted with repeating students as part of an instructional innovation strategy, demonstrated promising outcomes. It led to increased learner engagement, greater confidence, and improved accuracy in selecting and applying formulas. These gains were reflected in their assessment results, which showed marked improvement compared to their performance in the previous semester. This innovation supports education aligned with Sustainable Development Goal 4: Quality Education, specifically Target 4.4, which aims to increase the number of youths with relevant skills for employment and entrepreneurship. As a physical board game, it is affordable, easy to use, and does not require internet access. It also has strong potential for commercialization in schools, tuition centers, and homes, and can be adapted for online or mobile platforms.

Item Details
Edit Item
Edit Item
Downloads & Files
[thumbnail of 144912.pdf]
Text
144912.pdf
Download (453kB)
Indexing & Metrics
Download Statistics