Abstract
This study evaluated Dungeon Equation Quest (DEQ), a board game designed to help Grade Seven learners translate verbal sentences into mathematical equations and expressions. It considered performance, understanding, teamwork, engagement, and challenges during gameplay. A quasi-experimental pretest–posttest design involved 81 Grade Seven learners selected through cluster sampling. Researcher-made tests and a survey questionnaire gathered data, and t-tests and demographic profiling were used to examine performance and inclusiveness by age and gender. The mean increased from 15.15 on the pretest to 21.30 on the posttest, with t = 7.63 and p = 0.00001 < 0.05. Students reported challenges involving time management, game mechanics, and complex word problems. Male and female learners were described as having similar gains and favorable engagement, although the subgroup statistics were not reported. The findings suggest that DEQ supported performance and engagement in translating verbal statements into mathematical forms. Guidance and scaffolding may address gameplay and word-problem difficulties. Claims of equal improvement across gender and age require the corresponding subgroup tests, and long-term retention should be assessed separately.
Keywords: dungeon equation quest, mathematical equations, verbal expressions, board game, grade 7 learners
