LA CONSOLACION COLLEGE
(Formerly: Sacred Heart Academy)
PACUCOA ACCREDITED LEVEL II
Bais City, Negros Oriental
Telefax No. (035) 541-5097 email:
[email protected]/www.lccb.edu.ph
The Impacts of Using Gamification as Strategy in Teaching English 5 and English 6
of La Consolacion College Bais
A Research Presented to the Teacher Education Department
La Consolacion College Bais
Bais City, Negros Oriental
In Partial Fulfillment
of the Requirements in BEED and BTVTED
Research 1
Arias, Jonard I
Amahit, Vernadeth
Nadal, Felycity
Background of the study
Gamification is a process which adapts the game like related experiences that let
the pupils explore in the field, engage them to the real world, and also in doing
educational activities that make them be active in participating. In education,
gamification is a type of engagement that the players experience with the game itself
which can also be translated to educational relation that has the goal of facilitating the
learning and influence the pupil’s behavior. The teachers and researchers are now
exploring or finding ways to make the gamification be an effective and useful one during
classes that motivates the pupil to be an active listener in the classroom (David, 2016).
This methodological approach called gamification has been used for a number of
years in the study of contemporary language acquisition. By adding game aspects to an
otherwise instructional situation, it is primarily used to improve students' motivation. The
majority of the research on gamification in language instruction has gone into describing
the particular procedures that are employed and estimating the level of motivation that is
generated in the students. Students' opinions of gamification and how useful they think it
is for learning a modern language have not been well studied. This study examines how
sixteen university students who are studying Spanish as a modern foreign language
perceive and are motivated to learn the language after engaging in a gamified learning
environment. Examination of the data acquired from non-participant observation and
student perception surveys (Rodriguez; Argüello, 2023).
Blair (2012) states that viewing pictures or videos with these students taking turns
using an interactive whiteboard, using an online multiplication match, or even during
class is insufficient now. To keep up with that flow, educators are constantly looking for
innovative educational strategies, and it is generally acknowledged that today's schools
have significant issues with motivation and involvement of students (Lee & Hammer,
2011). Working with the 21st-century evolution of for students in the twenty-first century,
gamification as well as game seem to be the learning practices are essential for inspiring
and involving pupils. Utilizing such techniques as due to the traits of the 21st-century
learner, which include the reality that they reinforce critical thinking in addition to
knowledge.
Gamification could provide part of the answer to the present drop in interest and
motivation among students that the educational system is experiencing. On the other
hand, there is a dearth of scientific data regarding the potential benefits of gamification
for enhancing learning motivation. The specific goal of this research is to investigate the
causes, effects, and mediation function of extrinsic learning motivation in the context of
gamification (Luarn; Chen; and Chiu, 2023).
A recent trend is gamification, in which game components are utilized in strange
settings, like education, health, or marketing, as well as social aspects (Hakulinen,
Auvinen & Hanus & Fox, 2015; Koivisto & Hamari, 2015; Korhonen, 2014).
Gamification is growing in popularity each day. It is possible to gamify any task,
procedure, program, or context. Currently, one of its most often used uses is the
Foursquare, a social networking platform where members share their sites and receive
incentives. As an example, the title of Mayor is awarded to users who have checked in the
most times at a specific location (Glover, 2013). The fundamental components of
gamification are incentive systems and rivalry, as Foursquare demonstrates.
These advancements have caught the interest of the the field of education, posing
the query, "Is gamification beneficial for teaching?" Recently, the newly formed Media
Collaboration According to the Horizon Report (2014 Higher Education Edition),
gamification is growing more and more popular among teachers because it fosters their
creativity and productivity of pupils. It has been customary to use games in education for
generations, but the idea of gamification is very recent. Rewards, badges, and
competitive, cumulative scores offer clear rewards for student conduct, but gamification
is much more than just these basic concepts. The most compelling arguments in favor of
gamification in education are its engaging components, which include quick feedback, a
sense of accomplishment, challenges, and victory (Kapp,2012).
Higher education institutions should rethink and adapt their e-learning models to
support students' learning experiences by utilizing game technology (Alhammad &
Moreno, 2018). The emergence and rapid spread of gamification in educational settings
encourages critical thinking in the creation of initiatives that revolutionize the educational
experiences of students (Garone & Nesteriuk, 2019). But is it really that easy to develop
gamified e-learning systems that work well, particularly for higher education. Positive
learning was proposed by early applied research on gamification of educational
environments, although conflicting results were found (Seaborn & Fels, 2015). Although
gamification has been shown to increase student engagement in general learning systems,
the research supporting its efficacy in higher education settings is conflicting and unclear
because of the complex environment in the higher education context.
The way that universities teach has changed recently, and nearly all of these
institutions now offer courses and learning activities online via e-learning platforms.
These online learning environments do, however, have high dropout and low completion
rates. The main cause of this is the low interest and involvement of the students. The
integration of game design features in non-gaming activities, or gamification, has been
applied to reduce learner distraction and increase student interest in the course. There is
no one-size-fits-all method that is effective in every gamification setting, therefore
selecting the ideal set of game elements for a given scenario remains difficult for
gamification designers and practitioners.
The term “gamification” is generally used to denote the application of game
mechanisms in non‐gaming environments with the aim of enhancing the processes
enacted and the experience of those involved. In recent years, gamification has become a
catchword throughout the fields of education and training, thanks to its perceived
potential to make learning more motivating and engaging. This paper is an attempt to
shed light on the emergence and consolidation of gamification in education/training. It
reports the results of a literature review that collected and analyzed around 120 papers on
the topic published between 2011 and 2014. These originate from different countries and
deal with gamification both in training contexts and in formal educational, from primary
school to higher education. The collected papers were analyzed and classified according
to various criteria, including target population, type of research (theoretical vs
experimental), kind of educational contents delivered, and the tools deployed. The results
that emerge from this study point to the increasing popularity of gamification techniques
applied in a wide range of educational settings. At the same time, it appears that over the
last few years the concept of gamification has become more clearly defined in the minds
of researchers and practitioners. Indeed, until fairly recently the term was used by many
to denote the adoption of game artefacts (especially digital ones) as educational tools for
learning a specific subject such as algebra. In other words, it was used as a synonym of
Game Based Learning (GBL) rather than to identify an educational strategy informing the
overall learning process, which is treated globally as a game or competition. However,
this terminological confusion appears only in a few isolated cases in this literature review,
suggesting that a certain level of taxonomic and epistemological convergence is
underway. (Caponetto, 2014)
(Agapito, J., & Rodrigo, Ma. M., 2017) Gamification is defined as the addition of
game-like elements and mechanics to non-game contexts to encourage certain desired
behaviors. However, existing studies have mostly implemented reward-based game
elements which have resulted to contrasting behaviors among the students. Meaningful
gamification, characterized as the use of game design elements to encourage users build
internal motivation to behave in a certain way, is contended to be a more effective
approach. The foundation of this concept is the 'Self-Determination Theory', which states
that there are three components associated with intrinsic motivation: mastery, autonomy,
and relatedness. It focuses on the design and implementation of a programming-based
activity management system embedded with game design elements that map to the
different components of the Self-Determination Theory. The elements employed are:
feedback cycles, freedom to fail, and progress to support mastery; control to enable
autonomy; and collaboration for relatedness.
Statement of the Problem
Gamification can be used as a strategy in teaching to make students more
enthusiastic about listening and learning in their classes. The study south to assess the
effectiveness and reliability of their teaching strategy compared to the traditional paper
and pencil test method while examining these two approaches this study will identify
some advantage and limitations in order to mold future educational practices.
1. How do elementary teachers face gamification in terms of student engagement?
2. What is the performance of the pupils in the (name of the game)?
3. What is the 4th quarter grade of the pupils in English 5 and English 6?
4. Is there a significant difference in the performance of pupils in the gamification
activity when group according to sex?
5. Is there a significant relationship between performance of the pupils in the
gamification activity and their 4th quarter Grade 5 and Grade 6?
Hypothesis
1. There is no significant relationship between the performances of the pupils in the
gamification activity and their 4th quarter grade in English 5 and English 6.
2. There is no significant difference in the achievement of student when grouped
according to sex.
Significance of the study
The findings of this research study are beneficial to the following;
To the students: Pupils become more participative and active when it comes to
physical activities rather than the traditional one which is the paper and pencil test. They
love to be engaged in activities where their body can move freely. The outcome of this
study will test whether the pupils are listening to the given discussion of the teacher
during classes.
To the teachers: Teachers are the one who mold their pupils to be the better
version of their selves and to showcase their talents, skills, intelligence and capabilities in
everything they do. Results from this study will help the teachers to determine if the
gamification is an effective way to use as a teaching strategy in the elementary grade.
To the school administrators: The results finding from this study can have a
contribution to the institution of La Consolacion College Bais. It can give administrators
in schools useful information and resources to improve instruction, raise student
achievement, and foster an innovative and continuously improving school climate.
To DepEd: For DepEd, the outcome of this research will have an impact of
employing gamification as a teaching approach in English 5 and 6 that can be profound,
ranging from better learning outcomes and student engagement to better teacher
professional development and curriculum development efforts.
Scope and Limitation
This research study focuses on finding out how gamification is an effective
strategy in teaching English 5 and English 6 in La Consolacion College Bais. The
population of this study will be composed of pupils from the elementary department in
grade 5 and grade 6 in La Consolacion College Bais. The researchers will be conducting
a survey through observing the class during the whole period of the English subject. The
duration of this study will start from the end of 4 th quarter period for the school year 2023
to 2024.
Conceptual Framework
According to TechTarget written by Bryan Barney, gamification is a strategy that
integrates entertaining and immersive gaming elements into nongame contexts to enhance
engagement and motivate certain behaviors. Gamification uses game design and
mechanics, such as badges, leaderboards, points and rewards, to encourage active
participation and make tasks fun and enjoyable. Gamification is used in various fields,
including education, marketing, employee training, health, wellness and customer
engagement. For instance, educational applications might use gamification to make
learning more engaging for students, while businesses might use it to improve employee
performance, encourage customer loyalty, or reward employees and customers.
Successful gamification requires an understanding of target audiences, their motivation
and the context in which the strategy is applied.
Gamification is defined as a technique, a strategy, or a mindset that interpolates a
closed loop of trigger-action-feedback into routine-based tasks for employees or users, to
improve the rates of adoption, engagement, and success. This article explains how
gamification works with examples. It also discusses the top tools and best practices to
remember when implementing gamification (BasuMallick, 2022).
In this part of the study, the researchers visualize the concept and the connection
of every variable that is included in the research. The study wants to investigate how the
students will response or act to the gamification as a strategy in teaching. In the end, the
researchers will achieve the results as feedback on their performances in the class.
GENDER OF
STUDENTS
GAMIFICATION
PERFORMANCE OF BEHAVIOR /
AS STRATEGY IN
EACH STUDENTS ATTITDES
TEACHING
STUDENTS
PROFILE OF THE
RESPONDENTS
Theoretical Framework
(Cherry, 2022) Self-determination is the capacity of an individual to make
decisions and run their own life. Unlike being non-self-determined, which can make you
feel as though other people are in control of your life, being self-determined allows you
to feel more in control of your life. It claims that there are three basic (and universal)
psychological requirements that drive humans to develop and evolve. This theory heavily
emphasizes the idea of intrinsic motivation, or doing things for the intrinsic benefit of the
conduct itself.
Since self-determination affects psychological health and wellbeing, it is a crucial
psychological concept. Another new best practice that has emerged is encouraging self-
determination when working with specific populations, including people who have
intellectual disabilities. The theory of self-determination aims to elucidate the relationship
between self-determination and motivation, positing that people are more inclined to act
when they believe their actions will have an impact on the final result.
Competence
Feeling effective at
one’s activities
Autonomy
Motivation
Having a choice,
and Enhanced performance
being able to be
Engagement and well-being
yourself
Relatedness
Feeling connected to
others, sense of
belonging
Definition of Terms
1. Gamification - is a teaching strategy which integrate game playing activity to
have more holistic engaging class.
Dictionary – The process of adding games or game like element to something
(such as task ) so as to encourage participation.
2. Student – A person who goes to school for learning.
Dictionary - Denoting someone who is studying in order to enter a particular
profession.
3. Teacher – A person who teaches the student.
Dictionary – A person who helps others to acquire knowledge, competencies or
values.
4. Teaching strategy – A techniques that can be used by the teacher in conducting
the class.
Dictionary – Refers to the methods procedures and process that a teacher uses
during instruction.