Final Research Chapter (1,2,3,4,5)
Final Research Chapter (1,2,3,4,5)
S.Y: 2024-2025
Presented by:
Lomangco, Norjadeedah E.
Dimangandam, Alliana D.
Ampaso, Habiba I.
February 2025
Chapter 1
Introduction
education, to boosts students engagement and motivations to help them increase and improve
their learning. In the case of students engagement means transforming learning into a more
interactive and fun type game for students. This research helps students by making them focused
on learning and by influencing and improving them through the gamification challenges.
Gamification gives you badges as a reward for completing levels, and overcoming many
challenges.
Gamified learning solutions can make learning fun and engrossing by introducing
elements such as levels, rewards, leaderboards, and competition. This encourages students to stay
engaged and motivated to learn. Additionally, research has shown that gamification can lead to
Dicheva 2017). The goal is to generate levels of involvement equal to what games can usually
produce (Fardo 2014). The main goals of gamification are to enhance certain abilities, introduce
objectives that give learning a purpose, engage students, optimize learning, support behavior
rewarding, which helps boost students’ intrinsic motivation. Participating in gamified exercises
gives students a feeling of pleasure and achievement that urges them to participate in their
studies.
Students highly regarded gamification as an effective educational approach that can increase
their learning outcomes, engagement, productivity, and motivation and trigger both their intrinsic
and extrinsic motivation. The learning experience become more enjoyable and students’ basic
needs in terms of autonomy, competence and sufficiency, and relatedness and sense of belonging
were met.
challenges to make learning more interactive and engaging. It promote students to work
collaboratively and compete against each other to foster a sense of community and
motivation.Also, the compatibility of games with active learning methods and effective learning
has caused interest in using games and gamification in teaching and learning
engaging grade 9 students, enhancing their learning outcomes, and fostering positive
communication and behaviors. By leveraging the inherent appeal of games, gamified learning
environments can create a more motivating and enjoyable learning experience, leading to
improved academic performance and the development of valuable life skills. However, it's
essential to address potential concerns, ensure equitable access, and provide teachers with the
necessary training and support to harness the full potential of this innovative approach.
Theoretical Framework
The aim of the study is to anchored in some theories which are related to support the main
This theory discusses how to feel in control and how to make choices when it comes to
gaming. It teaches you how to make the game effective to the users and capable of playing the
games. It makes you feel connected and valued. The purpose of this theory is to enhance one's
engagement, increased motivation of the users, better performance, and improved well being to
make it short, it improves your capabilities mentally and physically. It helps you how to choose
tasks, how to level up, and how to be in leaderboards or social interactions. This theory assess
students autonomy competence and relatedness measure essential motivation and engagement. It
evaluate learning outcomes and academic performance, develop evidence based gamification
strategies, improve student engagement and learning outcomes, contribute to the understanding
This theory explains how gamification fulfills students psychological needs. This provides
points or badges satisfying basic needs.This offers a secure structured environment, fosters social
connections teamwotk and community, recognizes achievements boosting self esteem and
confidence and lastly it encourages creativity, problem solving. and personal growth.
and achievable goals facilitating social interaction, and collaboration. Gamification increases
engagement as needs are fulfilled. Students motivation and satisification improve learning
and game designers can create more effective gamification strategies motivation and enhancing
feedback. It helps to achieve awards in hard challenges. It tracks your progress other than that, it
also increase value, it makes you have special rewards and incentives, meaningful learning
activities, it increases motivation and led to befter academic performance. It enhances student
satisfication, it makes you enjoy experiences. Example sof evt in gamification are duolingo, it
helps you clear goals and track your progress, khan academy, it gives you meaningful learning
outcomes badges and rewards, Classcraft it gives you opportunities for skill building, social
recognition. By applying expectancy-value theory, educators and game designers can create
This theory talks about beliefs about one's ability to succeed Seeing Actual
challenges and leveling up. Observing peers' successes It helps you how to manage stress and
anxiety. The benefits of this theory in gamification is it improve self eficasy and confidence
better learning outcomes and academic performance, increased resilience and perseverance.
Examples of it are codecombat, it makes you master your experiences. peer observation,
Classcraft, verbal persuasion, encouragement, and self regulation. Duolingo makes you feel
emotional state management, relaxation modes. By applying self efficacy theory, educators and
game designers can create effective gamification strategies, enhancing student engagement,
Conceptual Framework
This study focuses on the impact of Gamification on Student engagement and Learning
outcomes among the Grade 9 students of RC-Alkhwarizmi international college foundation Inc.-
Science Laboratory School. The independent variable is the respondent’s profile in terms of age,
sex and section. The dependent variable is the impact of gamification on students egagement and
learning outcomes among the grade 9 students. Also, this study aims to get what is the
relationship between the dependent variable and independent variable. The result of this study
was the basis of the remedies and solutions that will be drawn from the implications of this
Respondent's Profile in The Impact of Gamification
paper.
terms of: on Students Engagement and
Learning Outcomes among the
I
a.) Age Grade 9 students of RC-
M
INDEPENDENT
b.) Sex VARIABLE Alkhwarizmi
DEPENDENT International
VARIABLE OUTPUT
College Foundation Inc.- P
c.) Section Science Laboratory School L
This study aimed to determine the impact of gamification on students engagement and
foundation Inc.- science laboratory school. This is specifically focused on the following
questions:
1.1. Age
1.2. Sex
1.3. Section
2.) What is the impact of gamification on students engagement and learning outcomes among
the grade 9 students of RC- Alkhwarizmi International college foundation Inc.- Science
Laboratory School.
Students. This study will help them increased their motivation, improved engagement and
enhance learning experiences. Gamification can make learning more fun and exciting that can
increased their motivation and a desire to continue learning. It helps student to stay focused and
gain lots of new knowledge leading to a better learning. Gamification can provide a more
personalized and interactive learning experiences, making it more enjoyable and memorable.
Parents. Gamification offers opportunities to engage their children in learning, it also raises
gamification in educational contexts. Subsequent researchers can build upon these findings by
exploring the impact of gamification across different age groups, subjects, and educational
settings. Investigating the long-term effects of gamification on student learning and engagement,
as well as parental involvement and perceptions, can provide deeper insights into the efficacy of
The present inquiry is focused on assessing the degree of engagement and learning of Grade 9
produced through the use of gamification. This research also investigates how the authors’ own
composed and implemented the gamified activities with regards to points, levels, badges and
challengers boost students engagement, motivation and most importantly performance. The
approach taken in this research is a combination of quantitative and qualitative approaches and
data which includes pretests, surveys and interviews in order to comprehend the effect of
While the present study offers important observations on the benefits of gamification in this
context, every selection has some limitations that need to be mentioned. These results are highly
influenced by the context which means they cannot be applied to any other grade, school or field
of study. The number of participants of the study is also quite limited as it is centered on only a
specific group of grade 9 learners in the school. The smaller number of participants may also
present a limitation for the goal of generalizing the outcomes of the study. Within the limitations,
this research provides useful insight on educational gamification in the environment of RC-
Definition of terms
The following terminology is operationally defined to fully understand the study. The aim is
Active Learning. This teaching approach emphasizes student involvement and engagement
in the learning process. This study aims to explore how gamification can serve as a form of
active learning, allowing researchers to examine various aspects of gamification and its potential
to foster a deeper understanding in an active learning environment (Bonwell & Eison, 1991).
behavior. This study investigates the role of extrinsic motivators within gamified learning
environments, assessing whether rewards, points, or other external incentives can enhance
student engagement and improve learning outcomes in a gamified classroom (Deci & Ryan,
2000).
education, to enhance engagement, motivation, and effectiveness. This research focuses on the
evaluating whether the introduction of game elements leads to a more enjoyable learning
experience and improved academic performance compared to traditional instructional methods
Intrinsic Motivation. The internal drive or desire to engage in an activity for its inherent
satisfaction and enjoyment. This study explores the potential of gamification to enhance students'
create a more enjoyable and rewarding learning experience, thereby increasing students' intrinsic
Learning Outcomes. The specific skills, knowledge, and abilities that students are
expected to acquire and demonstrate as a result of a particular learning experience. This research
evaluates the impact of gamification on students' learning outcomes in science, focusing on their
understanding of concepts, ability to apply principles, and overall performance through various
Student Participation. The level of active engagement, interest, and involvement that
students exhibit in their learning activities. This study aims to measure student engagement in
game-based lessons compared to conventional teaching approaches, providing insights into the
This chapter presents a selection of related literature and studies, incorporating concepts
relevant to the study: The Impact of Gamification on Student Engagement among Grade 9
Laboratory S.Y. 2024-2025. This literature review aims to establish a foundation o for
educational settings.
Related Literature
behavioral effects and gamified value creation. In other 4, although the visibility of the system
may cause the fluctuation of psychological states and emotions, the designer can regulate the
fluctuating behavior to create value. The gamification option is limited to the trachers’
imagination and encourages more efficient and participatory learning. Gamification success
comes from competition, both for yourself and your peers. The learning impact of competition is
based on social interaction and students’ desire to see their names at the top of scoring list
According to Troy Huseman (2023),The education and training industry has developed
has been dominating the ed-tech market. The gamification market estimates billions of U.S.
dollars, and this new technological innovation will likely transform the workplace
environment.Drawbacks of Gamification as one of the most beneficial ed-tech technologies,
gamification can have some drawbacks, too, impacting student engagement and learning. It is
important to be aware of these potential pitfalls and take steps to create an environment of
inclusion and respect.Gamification can sometimes be too engaging, driving students to focus
more on the game elements than the study material.Gamification have a Limited long-term
impact While gamification may increase short-term engagement, it may not have a lasting impact
Gamification incorporates game design elements such as points, badges, and challenges into
educational settings to enhance learning experiences. Research suggests that gamified learning
courses where hands-on tasks are essential. The study further found that gamification encourages
both intrinsic and extrinsic motivation, leading to improved engagement and academic
performance across various learning activities.In particular, this study involved the use of
leaderboards, badges, scores, points, and nicknames.Furthermore, to ensure that the outcomes of
the study will directly reflect students’ learning outcomes and academic performance, only the
Related Studies
This study conducted by Khaleel, Ashaari, and Wook (2020). entitled"The impact of
rates (35-50%). The researchers implemented gamification techniques within the course and
measured their impact on student engagement. Their findings demonstrated that specific game
elements, such as points and leaderboards, positively influenced student engagement in the
experimental group compared to a control group. The study's strength lies in its focus on a
challenging subject area, highlighting the potential of gamification to improve participation and
persistence in difficult courses. However, the study's limitations include the specific context of
programming courses and the potential for selection bias in participant groups. Further research
could explore the generalizability of these findings to other subjects and student populations.
The methodology involved a comparison of an experimental group using the gamified approach
This Study conducted by Jun Chen, Mo Liang (2022), entitled "The Impact of
Traits" likely similar to the one by Smiderle et al. (2020), investigated the interaction between
personality traits and the effectiveness of gamification. Using a four-month experiment with 40
between gamification and learning outcomes.The findings, indicating that gamification's impact
"one-size-fits-all" gamification strategy is unlikely to be effective for all students. The small
sample size is a limitation, and future research should involve larger, more diverse samples to
confirm these findings and explore other personality dimensions. The study also likely employed
established personality inventories and measures of learning outcomes to ensure the reliability
This Study conducted by Jihoon Kim, Darla M. Castelli (2021), entitled "A Comparison
of Flipped Learning with Gamification, Traditional Learning, and Online Independent Study"
traditional and online independent study methods in a Grade 9 mathematics class. The results,
indicating that flipped learning with gamification led to significantly better mathematics
achievement and cognitive engagement, suggest a synergistic effect between these two
approaches. The flipped classroom's emphasis on active learning and peer interaction, combined
with the motivational aspects of gamification, likely contributed to the improved outcomes.
Future research could explore the specific elements of the gamification strategy and the flipped
classroom design that contributed most to the positive results. The study also likely included
provide a more complete picture of the impact of the intervention. The absence of a specific
This study conducted by Patricia A. Jaques and Sandro Jose Rigo (2020), entitled "Play
Hard, Study Hard?" The influence of gamification on Students study engagement "examined the
enjoyment and self-efficacy. A questionnaire survey of 187 university students revealed that
While the study focuses on university students, the findings suggest that similar mechanisms
the impact of gamification on student engagement and motivation" states that gamification is
gaining momentum in Higher Education (HE) as scholars begin to enquire what they can learn
from game experiences to improve students engagement and Motivation. Also gamification does
not mean using games, instead it refers to using game mechanisms or elements in contexts where
to this, motivation is also commonly accepted as the driving force that generates student
engagement However, gamification cannot be seen as a quick fix to low student engagement as it
needs to be thoughtfully planned through before any implementation, otherwise it will just be a
This chapter outlines the research methods that the researcher will use to carry out the
study, including the research design, study location, study participants, data gathering procedure,
Research design
This qualitative research study will employ a descriptive research design to investigate
strictly adhered to. The study's findings will be reported in a clear and concise manner,
The study will be conducted at the RC- Al Khwarizmi International College Foundation
Science Laboratory School (RC-AKIC SLS) located at the Basak Malutlut, National Highway
Marawi City, is a private school in the Marawi, Lanao Del Sur. It was established in 2008 under
the management of the Ranao Council (RC), who wanted to provide higher education program to
the Muslims in the area. The school operating on trimester currently students from kindergarten
to the Graduate School level. Its high school is a Science Laboratory School (SLS). It also has
This study focuses on the Junior High School students of RC-AKIC SLS as its respondents.
A total of 50 students will be selected to participate in the research. To ensure fairness and equal
representation, the study employs a random sampling method. Random sampling is a technique
that provides each member of the population with an equal probability of being chosen,
minimizing selection bias. By implementing a systematic procedure, this method ensures that the
selected respondents accurately represent the larger student population, enhancing the reliability
Instrumentation
This paper employed the following instruments : We researchers made a survey to give to all
the Grade 9 students cause they're our respondents. So firstly we will do an interview composed
of three open ended questions that are related to our study. these three are first what are their
experiences of using games in learning? Do they feel more happy to participate in class or school
activities because of gamification? What are their thoughts about gamification . And Lastly we
wil instruct the participants or respondents to not leave any questions unanswered .
The data was gathered through the following procedures: we researchers first do is to
have permission to the authorities to conduct this study, by providing concent forms to the
participants. We also sought permission to the school heads and school managements, We are
also gonna plan on what we are going to use as a instrument of our study is a survey then, test
our instruments to a small group of students. Step 2, we distribute the student engagement
surveys to 50 Grade 9 Students. then we collect the answered surveys. Lastly, We will observe
Statistical tools
of RC-AKIC SLS . The survey questioners answered by our respondents collected data. The
statistical tools that we are gonna use are frequency or percentages and correlation analysis
1. Frequency - To analyze the distribution of demographic variables like gender, prior academic
° f - Frequency
This chapter presents the data along with their corresponding analyses and
interpretations, providing answers to the identified research problems. The tables and discussions
are arranged according to the sequence of the specific questions cited in the statement of the
Male 35 58.33
Female 25 41.67
Total 60 100.00
Table 4.1 presents the frequency and percentage distribution of respondents' sex. It shows
that thirty-five (35) or fifty-eight point thirty-three percent (58.33%) of the respondents are male
students, and twenty-five (25) or forty-one point sixty-seven percent (41.67%) are female
students. Thus, it can be inferred that most of the respondents are male students.
is a challenging process. Previous studies have shown that students’ individual differences may
impact their gamification experiences. This study complements the available body of research by
gamification in education.
According to Jent and Janneck (2018),The number of solo-self-employed and persons with
flexible, individualized working conditions has grown over the last years. An online coaching
application is currently being developed for this target group to increase well-being, reduce
stress, and convey job design skills. An important point in designing this application is to keep
Total 60 100.00
Table 4.2. presents the frequency and percentage distribution of the respondents’ age where out of sixty
(60) students, there are thirty (30) students or fifity percent (50%) belong to the age of 15,twenty (20) or
thirty-three percent (33.33%) belongs to the age of 16,and ten(10) or sixteen point sixty seven percent
(16.67%) of the population recognized 17 y/o. This tabulated variable denoted that most of the
respondents of RC-AKIC SLS are found to be at the age of 15 years old. This result suggest that majority
According to Jillian Winn, & Carrie Heeter. (2009), This study provides the first research evidence of
a relationship between leisure time availability and how much digital games are played. About the same
number of male and female teens spend their free time playing digital games, and males played more. The
findings suggests one reason female play fewer games than men is because they are required to fulfill
more obligatory activities, leaving them less available leisure time, which in turn makes less likely to
make time for games. It was found that not only do women report having less free time than men, but
their free time is available in smaller chunks, and they play digital games for shorter periods of time than
men.
II. The impact of Gamification on students engagement and learning outcomes among
grade 9 students.
QUALITATIVE
INDICATORS MEAN RANK
DESCRIPTION
important.
academic tasks.
collaborations.
Table 4.3 presents the mean, qualitative description and rank of the respondents indicators of the
impact of gamification among grade 9 students of RC-AKIC SLS. It has 10 indicators. Tha
has the highest weighted mean value of 3.17 wih a qualitative description agree. The lowest
calculated mean is on the statements "Gamification can result in increased anxiety or pressure to
perform well in games rather than in academic tasks" and "Gamification creates an unhealthy
competitive environment among students, impacting collaborations" with a value 2.68 and a
qualitative description agree. Thus, it can be inferred from the total weighted mean value 2.90
According to Lanz etal.(2025),The findings of this study reveal that students strongly agree
that enforcing game-based learning is highly effective in increasing their engagement with the
material, maintaining their concentration, and enhancing their overall interest in studying Social
Studies. This suggests that incorporating game-based activities into the curriculum could be a
valuable strategy for educators aiming to improve student participation and learning outcomes.
Chapter 5
based on the analysis of the impact of gamification on students engagement and learning
outcomes. Summary of findings the purpose of the study is attempted to know the impact of
gamification on students engagement and learning outcomes. To achieve this, The researchers
prepared and handed them to achieve the statement of the problem. The prepared questionnaire
reached out only sixty (60) respondents of the Grade 9 Students of RC- Al Khwarizmi
The purpose of the study is to know the impact of gamification on students engagement
and learning outcomes. To achieve this, the researchers prepared and handed them to achieve
the statement of the problem. The prepared questionnaire reached out only 60 respondents RC-
study utilized the descriptive survey design since it facilities adequate data collection basically
by the use of the questionnaires, It used the quantitative method in obtaining the required
necessary data that the researchers needed. The target respondents for this study consisted of
Science Laboratory School during the year 2024-2025. The sample frame purposive was used
to select the Grade 9 Students in this study. The instrument was used for this study was
Based on the gathered data, the following are the major findings on this study:
1. Majority thirty (30) or fifty percent 50.00% of the respondents are 15 years old.
2. Majority of the respondents were male thirty-five (35) with a percentage of fifty -eight point
3. Most of the respondents answered Agree that The competitive aspects of gamification
motivate me to perform better academically, and that is ranked first with a mean of 3.17%.
Conclusion
Based on the findings, it can be concluded that the most of the impact of the respondents
prove that gamification can really help them motivate to perform better academically. It was
also observed that the use of game elements in lessons makes learning more enjoyable. The
research indicated that gamification enhance their learning experience and it has improved
their motivation to participate in their class activities. The overall impression from the findings
is that gamification can improve students to perform better academically, when you use
gamification your mind will soon increase engagement and motivation and get used to the
competitiveness of the game and gradually will apply it in classes and lastly enhance learning
experience. It is clear that many students use gamified games or gamification for it has an
Recommendations
Based on the findings of these research study, the researchers recommended this
following:
1. Students. This study will help them increase their motivation, Improve student engagement
and enhance learning experiences. Gamification can make learning more fun and exciting that
can increase their motivation and desire to continue learning. It helps student to stay focus and
gain lots of new knowledge leading to a better learning. Gamification can provide more
personalized and interactive learning experiences, making it more enjoyable and memorable.
2. Parents. Gamification offers opportunities to engage their learning, it also raises concerns
gamification in educational contexts. Subsequent researchers can build upon these findings by
exploring the impact of gamification across different age, groups, subjects, and educational
engagement, as well as parental involvement and perceptions, can provide deeper insights into
REFERENCES
Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods
Approaches. Sage Publications.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
gamefulness: defining" gamification". In Proceedings of the 15th international academic
MindTrek conference: Envisioning future media environments (pp. 9-15).
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy.
Computers in Human Behavior, 19(1), 199-204.
LHamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work?--a literature review of
empirical studies on gamification. In 2014 47th Hawaii international conference on system
sciences (pp. 3025-3034). Ieee.
Bonwell, C. C., & Eison, J. A. (1991). Active Learning: Creating Excitement in the Classroom.
ASHE-ERIC Higher Education Report No. 1.
Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and
the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to
Gamefulness: Defining "Gamification". In Proceedings of the 15th International Academic
MindTrek Conference: Envisioning Future Media Environments (pp. 9-15).
Fredericks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School Engagement: Potential of the
Concept, State of the Evidence. Review of Educational Research, 74(1), 59-109.
Ryan, R. M., & Deci, E. L. (2000). Self-Determination Theory and the Facilitation of Intrinsic
Motivation, Social Development, and Well-Being. American Psychologist, 55(1), 68-78.
Huotari, K., and Hamari, J. (2017). A definition for gamification: anchoring gamification in the
service marketing literature. Electron. Mark. 27, 21–31. doi: 10.1007/s12525-015-0212-
from;zhttps://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.994700/full
Troy,Huseman.,(2023). Gamification on education
from;https://teaching.washington.edu/topics/engaging-students-in-learning/The impact of
gamification on students learning engagement
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
from;http://doi.org/10.11591/ijece.v10i5.pp4965-4972
Chen J and Liang M (2022) Play hard, study hard? The influence of gamification on students’
study engagement.Front.Psychol.13:994700.doi:
10.3389/fpsyg.2022.994700.from;https://doi.org/10.3389/fpsyg.2022.994700
Jihoon Kim and Darla M. Castelli (2021) A comparison of flipped learningwith gamification,
traditional learning, and online independent study 28:4,464-481, DOI:
10.1080/10494820.2018.15419
from;https://doi.org/10.1080/10494820.2018.1541919
José L, Ruiz-Alba Robledo Soares Anabel and Noto Jaya (2016) Assessing the Impact of
Gamification on Students’ Engagement and Motivatio1N 0.21125/edulearn.2016.0170
from;https://www.researchgate.net/publication/
303309961_Assessing_the_Impact_of_Gamification_on_Students
Jilian Winn, Carrie Heeter. (2009). Gaming, Gender , and Time: Who makes time to play? Sex
roles 61, 1-13,2009.
from;https://scholar.google.com/scholar?
hl=en&as_sdt=0%2C5&q=jillian+winn&btnG=#d=gs_qabs&t=1740044364837&u=%23p
%3D9TKkmxHFUKcJ