Haide O. Bangcaya | Paul R. Olvis | Berlita Y. Disca | Janet T. Comoda | Jamaico H. Taborada
Educational games may engage learners from being alienated by conventional methods of classroom instruction and have the potential to optimize learning, but motivation or appropriate utilization of gamification design concepts can often times be a problem in finding the purpose of the learning activity among researchers and practitioners. This study aimed to examine the learning outcomes and level of motivation of learners using gamification approach in teaching Science. A pre-test post-test research design was conducted between the control and experimental groups consisting of 35 students each under the secondary and technical trade curricula. Based on the learning competencies, a series of gamified learning activities derived from session plans was introduced in the experimental group. After each topic in Physics, an adopted ARCS model approach survey questionnaire on motivational design for learning and performance was administered for both groups. The results revealed that participants who were exposed to game-based learning activities scored significantly higher than the conventional group. Moreover, those in the experimental group were more motivated relative to attention, confidence and satisfaction. Based from the empirical study, educational game-based learning strategy showed effective results. A positive relationship between learning outcomes and motivation obtained from learning analytics and data mining techniques could also provide parents, teachers and other stakeholders more relevant engaging learning activities and sound educational decision-making.
All Comments (6)
marve
1 yr ago
Its a good idea.
Janine Villaflores Fuentes
9 months ago
Good
Jerico Demejer
8 months ago
where can I access the full text?
Christina Belmonte
4 weeks ago
where is the full aricle
Christina Belmonte
4 weeks ago
Where is the full text
Alexander
7 days ago
Lmao i already registered and i am not able to access the full article