HomeInternational Journal of Multidisciplinary: Applied Business and Education Researchvol. 5 no. 3 (2024)

Integration of Gamification in Teaching and Students’ Academic Performance: Basis for Action Plan

Drexile B. Pacturan | Bazil T. Sabacajan | Wenie L. Nahial

Discipline: Education

 

Abstract:

Gamification has been noted to be very helpful to learners in increasing their collaboration, motivation, interest, engagement, and teamwork in the classrooms. This is the reason that this work was conducted to determine the extent of the integration of gamification in teaching as a step to help address the alarming performance of the learners in the international and local examinations. Using the descriptive-correlational research design with use of a survey questionnaire as the main data gathering tool, this work was implemented to junior high school science and mathematics teachers in the districts of Guinsiliban, Sagay and Catarman. Appropriate statistical tools were used to analyze the data to answer the inquiries of the study. Results showed that most of the respondents in science and mathematics were females, and majority of them were in Teacher I position, on the age group of 20 to 40, served for at most 10 years, proceeded to graduate studies, and specialized in science education. The respondents had moderately integrated gamification in teaching science and mathematics. While the learners of the respondents had a very satisfactory performance in science and mathematics. Demographic variables like sex, age, educational attainment, number of years of teaching, field of specialization, and teaching position did not influence the extent of integration of gamification in teaching. The study also found a positive, low correlation but significant relationship between the extent of integration of gamification and the academic performance of the learners. Lack of gadgets like laptops and computers, internet connection, lack of access to online game-based platforms, computer literacy of teachers, and time management were the most common challenges in the integration of gamification in the learning sessions of science and mathematics. The researcher recommended that future researchers may replicate this study in schools where gadgets and internet connection are available.



References:

  1. Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). En-gaging students in the learning process with game-based learning: The funda-mental concepts. International Journal of Technology in Education (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169
  2. Arcagok, S. (2021). The Impact of Game-Based Teaching Practices. International Online Journal.
  3. Blankman, R. (2022). The Fun of Learning: Gamification in Education. EdTech.
  4. Boudadi, N. A. and Gutiérrez-Colón, M. (2020). Effect of Gamification on students’ moti-vation and learning achievement in Sec-ond Language Acquisition within higher education: a literature review 2011-2019. The EUROCALL Review, Volume 28, No. 1, March 2020
  5. Bo Wu, Y. (2019). Investigation and Study on the Causes of College Students' Poor Aca-demic Performances and Intervention Mechanism Taking College Students in Xi'an as an Example. Proceedings of the 3rd International Conference on Culture, Education and Economic Development of Modern Society.
  6. Buljan, M. (2021). Gamification For Learning: Strategies And Examples. eLearning In-dustry.
  7. Christopoulos, A.; Mystakidis, S. (2023). Gami-fication in Education. Encyclopedia, 3, 1223–1243. https://doi.org/10.3390/encyclopedia3040089
  8. Dahalan, F., Alias, N. and Shaharom, M. S. N. (2022). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies (2024) 29:1279–1317 https://doi.org/10.1007/s10639-022-11548-w
  9. Davis, B., & Francis, K. (2022). Activity Theory” in Discourses on Learning in Education. Discusses on Learning in Education.
  10. Dizon, S. G., Fernandez, P. M. Q., Serrano, J. M. M., Dalangin, H. R. S., Mungcal, K. S., To-lentino, J. C. G., & Valenzuela, L. R. (2022). Sustaining Pre-Service Teachers’ Virtual Engagement in a Health Education Course through Interactive Buzz Sessions. International Journal of Multidisciplinary: Applied Business and Education Research. 3(8), 1526 – 1547. doi: 10.11594/ijmaber.03.08.15
  11. IbrahimYildirim. (2017). The effects of gamifi-cation-based teaching practices on stu-dent achievement and students' attitudes toward lessons. Science Direct.
  12. Kelly, M. (2019). Authentic Ways to Develop Performance-Based Activities. Thougth-co.
  13. Khan, A., Ahmad, F., & Malik, M. (2017). Use of digital game-based learning and gamifica-tion in secondary school science: The ef-fect on student engagement, learning and gender difference. Education and Infor-mation Technologies, 22(6), 2767-2804.
  14. Li, C. (2017). Attitudes towards digital game-based learning of Chinese primary school English teachers. British Council, 1-118.
  15. Makalintal, J., & Malaluan, N. (2019). Game-Based Learning Activities in Teaching Grade 7 Science. Batangas Philippines: In-ternational Journal of Research Gran-thaalayah.
  16. Marcaida, J. L. M., Ortega, H. C. A., Castañeda, E. S., Cadeliña, P. M. M., Garcia, R. R. I., Valenzuela, L. R., Tolentino, J. C. G. (2022). Gamification in a Virtual Ecology (GIVE): Enhancing Classroom Engage-ment in Physical Education among Senior High School Students. International Jour-nal of Multidisciplinary: Applied Business and Education Research. 3 (11), 2278 – 2289. doi: 10.11594/ijmaber.03.11.14
  17. Mariscal, L. L., Albarracin, M. R., Mobo, F. D., & Cutillas, A. L. (2023). Pedagogical Compe-tence Towards Technology-driven In-struction on Basic Education. Interna-tional Journal of Multidisciplinary: Ap-plied Business and Education Research. 4(5), 1567 – 1580. doi: 10.11594/ijmaber.04.05.18
  18. Marti-Parreno, J., Segui-Mas, D., & Segui-Mas, D. (2016). Teachers’ attitude towards and actual use of gamification. Procedia - So-cial and Behavioral Sciences, 228, 682 – 688. http://doi.org/10.1016/j.sbspro.2016.07.104
  19. May, A. (2021). Gamification, Game-Based Learning, and Student Engagement in Education. Leadership Education Cap-stones. 55. https://openriver.winona.edu/leadershipeducationcapstones/55
  20. McGrath, J. (1964) Social Psychology: A Brief Introduction. Holt, Rinehart & Winston, New York.
  21. Mulhem, A., & Almaiah, M. (2021). A Concep-tual Model to Investigate the Role of Mo-bile Game. Basel, Switzerland: Electronics MDPI.
  22. Nguyen, H. P. (2021). How to Use Gameplay to Enhance Classroom Learning. Edutopia.
  23. Pandey, A. (2022). 5 Strategies for Using Game-based Learning to Drive Learner Engagement and Motivation. Training In-dustry.
  24. Raitskaya, L., Tikhonova, E. (2019). Gamifica-tion as a Field Landmark in Educational Research. Journal of Language and Edu-cation, 5(3), 4-10. doi: https://doi.org/10.17323/jle.2019.10688
  25. Sartre, J. P. (2020). Game-Based Learning: What Is It? GBL vs Gamification: Types and Benefits. Europass Teacher Academy.
  26. Selvi, M., & Çoşan, A. (2018). The Effect of Us-ing Educational Games in Teaching. Uni-versal Journal of Educational Research.
  27. Serrano, K. (2019). The effect of digital game-based learning on student learning: A. UNI SchoolWorks.
  28. Tupas, F., & Palmares, M. (2018). Exploring Philippine Traditional Games as Motiva-tional Activities for Learning Science in the K-12 Curriculum. ERIC.
  29. Turner, P., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. (2017). Influence of online computer games on the academic achievement of nontraditional under-graduate students. Cogent Education.
  30. Victoria. (2022). 11 Benefits to Playing Games in the Classroom. Teacher Starter.
  31. Vlachopoulos, D., & Makri, A. (2017). The ef-fect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education.
  32. Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press Lon-don.
  33. Zirawaga, V., Olusanya, A., & Maduku, T. (2017). Gaming in Education: Using Games as a Support Tool to Teach. Nico-sia, Turkey: Journal of Education and Practice.