Effectiveness of Cinco (Card for Improving Numeracy and Calculating Operations) As an Intervention for Grade 7 Mathematics Learners

Authors

Aeschylyn Lista

Department of Education-Sta. Cruz National High School (Philippines)

Princess Mae Manrique

Department of Education-Sta. Cruz National High School (Philippines)

Anamae Jimenez

Department of Education-Sta. Cruz National High School (Philippines)

Angel Velasco

Department of Education-Sta. Cruz National High School (Philippines)

Shiela Mae Garcia

Department of Education-Sta. Cruz National High School (Philippines)

Ruth Escurel

Department of Education-Sta. Cruz National High School (Philippines)

Vili Jenn Leyco

Department of Education-Sta. Cruz National High School (Philippines)

Article Information

DOI: 10.51244/IJRSI.2026.1306000501

Subject Category: Education

Volume/Issue: 13/6 | Page No: 6705-6714

Publication Timeline

Submitted: 2026-07-05

Accepted: 2026-07-10

Published: 2026-07-20

Abstract

Mathematics is essential in developing learners’ logical reasoning and problem-solving abilities; however, many Grade 7 learners experience difficulties in numeracy and foundational algebra skills, particularly in solving linear equations. This study aimed to determine the effectiveness of the CINCO (Cards for Improving Numeracy and Calculating Operations) Card Game as an intervention to enhance the numeracy skills of selected Grade 7 learners at Sta. Cruz National High School. Specifically, the study identified learners’ least mastered algebra competencies, developed a game-based intervention, and evaluated its effectiveness in improving academic performance. The study employed a quantitative research approach using a true-experimental pretest–posttest control group design. Thirty Grade 7 learners identified as not proficient in Mathematics through the Rapid Mathematics Assessment were selected through stratified random sampling and assigned to experimental and control groups. Data were collected using a researcher-made achievement test and analyzed through paired and independent t-tests. The CINCO Card Game consisted of 55 cards, including 25 problem cards, 25 answer cards, and 5 bonus cards designed to reinforce algebraic concepts through interactive learning. Results revealed a significant improvement in the post-test scores of learners in the experimental group compared to those in the control group. The findings indicate that the CINCO Card Game effectively enhanced learners’ numeracy and problem-solving skills. Moreover, the study highlights the value of game-based learning in increasing student engagement, motivation, and achievement in Mathematics. The CINCO Card Game is therefore recommended as an effective instructional intervention for strengthening foundational algebra skills among struggling Grade 7 learners.

Keywords

Numeracy, card game, learning intervention, calculating operations, mathematics

Downloads

References

1. Bosque, J.S. (2025). Common Challenge’s Students Face when learning Linear Equation. International Journal of Multidisciplinary Research and Analysis, 08(04). DOI:10.47191/imjra/v8-i04-65. [Google Scholar] [Crossref]

2. Coronacion, A. (2024). Improving The Numeracy Level of Grade Five Learners Through Project MATH-YAGA. Ignatian International Journal for Multidisciplinary Research, 2(1), 84-94. https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=improving+the+numeracy+level+of+Grade+5+learners+through+project+Math-YAGA+&btnG= [Google Scholar] [Crossref]

3. Erbas, A., Cetinkaya, B. & Ersoy, Y. (2009). Student Difficulties and Misconceptions in Solving Simple Linear Equations. Eğitim ve Bilim. 34. 44-59. Fadholi, M., Zulaikha, S., Rahayu, S.M. (2025). Bridging Education and Industry: The Implementation Phase of an Integrated Industrial Class Perspektif Ilmu Pendidikan, 39 (01), 43-51, 2025. https://journal.unj.ac.id/unj/index.php/pip/article/view/55350 [Google Scholar] [Crossref]

4. Lomibao, L., Roble, D. & Nob, J. (2024). Unveiling the Effects of Gamification on Math Learning: A Literature Review in the Philippine Context. Journal on Innovations in Teaching and Learning. 4. 3. 10.12691/jitl-4-1-3. [Google Scholar] [Crossref]

5. Mahato, D. (2025). Playing Card Games Can Improve Problem Solving Abilities. BHOOS blogs. https://bhoos.com/blog/improve-problem-solving-abilities-with-card-games/ [Google Scholar] [Crossref]

6. Munda, Noel & Endrinal, Jane Rose & Nequinto, Michelle. (2024). Effectiveness of project COUNTS in improving students’ numeracy skills. International Journal of Science, Technology, Engineering and Mathematics. 4. 22-41. 10.53378/353038. [Google Scholar] [Crossref]

7. Nasir, M.M., Alaudin, R.I., Ismail, S., Mat Ali, N.A., Mohd Faudzi, F.N., Yusuff, N., & Mohd Pozi, M.S. (2020). The effectiveness of flipped classrooms strategy on self- directed learning among undergraduate mathematics students. Practitioner Research 2 (2), 61-81, 2020. https://repo.uum.edu.my/id/eprint/31432/ [Google Scholar] [Crossref]

8. Rosete, R., Yap, K., Fastidio, L., Abogadie, St. L. & Paguio, D. (2023). IMPROVING MATHEMATICS PERFORMANCE USING GAME-BASED LEARNING. 6. 56-64. 10.5281/zenodo.10836862. [Google Scholar] [Crossref]

9. Nisbet, J.(2024). Game-Based Learning: Pros, Con & Implementation Tips for Educators. Prodigy. https://share.google/pDOfN7HRKr0oPuiiF [Google Scholar] [Crossref]

10. OECD. (n.d.). Philippines Student Performance (PISA 2022). Gpseducation.oecd.org. https://gpseducation.oecd.org/CountryProfile?primaryCountry=PHL&treshold=5&topic=PI [Google Scholar] [Crossref]

11. Gustiani, S. (2019). Research and Development (R&D) Method As A Model Design In Educational Research And Its Alternatives. 11. 12-22. [Google Scholar] [Crossref]

12. Lagmay, S., Mae D. Duldulao, S., D. Gallena, B., T. Pascua, M., & J. Dela Cruz, N. (2024). Effects of Game-Based Mathematics Learning on Students’ Academic Achievement. International Journal For Multidisciplinary Research. [Google Scholar] [Crossref]

13. Solehah, Azmiatun & Mandailina, Vera & Mahsup, & Abdillah, & Reza, Wasim. (2024). The Impact of Card-Based Learning Methods on Math Learning. JST (Jurnal Sains dan Teknologi). 13. 67-81. 10.23887/jstundiksha.v13i1.65294. PIDS study pushes new tack to improve Pinoy literacy, numeracy, digital skills (2021). https://www.pids.gov.ph/details/pids-study-pushes-new-tack-to-improve-pinoy-literacy-numeracy-digital-skills [Google Scholar] [Crossref]

14. Sulpico, C., Lapis, R., Paner, N., Sagaral, M., Tura, J., Vismanos, M., Ibona-Mabini, L. & Maglasang, J. (2025). Improving Grade 7 Mathematics Outcomes through Game-Based Learning: An Action Research Study. The Normal Lights. 19. 10.56278/tnl.v19i1.3132. [Google Scholar] [Crossref]

15. Singh, P., Hoon, T., Md Nasir, N., Ramly, A., Rasid, S. & Chew, C. (2021). Card game as a pedagogical tool for numeracy skills development. International Journal of Evaluation and Research in Education (IJERE). 10. 693. 10.11591/ijere.v10i2.20722. [Google Scholar] [Crossref]

16. Quentin, P. (2023). The Benefits of Playing Card Games for Cognitive Skills. Medium. https://share.google/C3RxhFjbZ3zCwUnu3 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles