Research-V
Research-V
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Game-Changer: Gamified Learning's Role in Math Success Among Grade 8 Bell Students at
FHINHS
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Grade 8 – Darwin
Donald Cubero
Christian John Calmares
Sherlene Mahinay
Johans Arreza
Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
TABLE OF CONTENTS
Title Page i
List of Figures iv
Chapters
Introduction 1
Theoretical/Conceptual Framework 3
Hypotheses 7
Definition of Terms 9
Related Literature
Foreign
Local
Related Studies
Foreign
Local
Synthesis
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
3 RESEARCH METHODOLOGY
Research Design
Research Locale
Sampling Procedure
Research Subjects
Research Instruments
Statistical Treatment
4 REFERENCES CITED
5 APPENDICES
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FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
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List of Tables
Table Page
1 Respondents
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FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
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List of Figure
Figure Page
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Department of Education
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Introduction
1
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FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
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Theoretical Framework
Similarly, Keller's ARCS Model of Motivation identifies four key components for
fostering effective motivation: Attention, Relevance, Confidence, and Satisfaction. In
the context of gamification, games naturally capture student's attention by
incorporating visual and interactive elements. Relevance is obtained among students
when gamification caters to student's interests and strengths. Confidence and
Satisfaction are built by providing friendly competition and rewards.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Moreover, the Constructivism Theory of Ozer in 1999 claims students are central
in learning, and students' learning process is influenced by experiences, motivation,
and collaboration. This theory highlights that strategies such as gamified learning
strategy must ensure a learning environment where students actively engage and
build comprehension through problem-solving, challenges, and collaborative learning.
This framework assumes that by gamifying math lessons, students will become
more engaged and motivated, ultimately leading to better understanding and
performance in mathematics.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Conceptual Framework
This study analyzes the effect of gamified learning, the independent variable, on
Grade 8 students' mathematical performance, the dependent variable. As such, in this
framework, gamified learning is said to enhance engagement and motivation, thus,
improving student performance.
It assumes that by using game elements in math lessons, students will become more
engaged and motivated, which will enable them to understand and apply
mathematical concepts in a better manner.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
This study aims to find out the difference of gamified as interactive learning
approach in teaching Mathematics for Grade 8 Bell students by comparing traditional
teaching methods with the gamification of math lessons as an interactive learning
approach. Thus, it sought to addresses the following questions:
Hypothesis:
This hypothesis is formulated to guide the researcher whether to negate or
accept the null hypothesis. The following hypothesis will be tested at 5% level of
confidence.
Teachers - It sheds valuable light on how gamified learning can effectively work as a
teaching strategy. The study might be a basis upon which other creative lesson plans
may be devised, or innovative methods embraced for better learning for students who
have difficulty with mathematics.
Definition of Terms
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Department of Education
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Chapter 2
Review of Related Studies
Local:
Malabayabas et al. (2024) demonstrated that the use of the gamified
application Math-GALING significantly improved the academic performance of Grade
11 learners in statistics and probability. The study employed a quasi-experimental
design and showed that students exposed to gamified learning achieved higher scores
in both formative and posttests compared to those taught through traditional
methods. The integration of game elements such as rewards and interactive tasks
was found to enhance motivation and comprehension of mathematical concepts.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
performance badges create a competitive yet collaborative learning environment,
motivating students to perform better academically. This approach was shown to
reduce math anxiety while enhancing learning outcomes.
Foreign:
A systematic literature review on the integration of gamification in mathematics
education between 2018 and 2023 was carried out by Jutin and Maat (2024).
According to their research, gamification provided a more stimulating and engaging
environment for learning that increased the level of motivation among students as
well as improved performance. Game-based elements, including rewards, challenges,
and leaderboards, incorporated into learning further enhanced critical thinking and
problem-solving skills, whereas anxiety related to mathematics was found to decrease
among students. It was also found that gamification caters to various learning styles
and supports visual, auditory, and kinesthetic learners, which increases retention and
enhances positive social interactions among students.
Similarly, the study by Maryana et al. (2024) deals with the quasi-experimental
design to study the gamification effect on student engagement and academic
outcomes in middle school mathematics. Significant differences were found in the
students' engagement and motivation levels when taught using the gamified
approach in comparison to the traditional teaching strategy. Notable changes were
also observed in the mathematical achievements of students and the improvements
made toward their attitudes toward mathematics. Using game mechanics such as
badges, points, and leaderboards, educators were able to create a supportive and
competitive environment that made learning mathematics more enjoyable and
interactive.
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Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
providing interactive learning experiences. Furthermore, the approach was noted to
enhance problem-solving capabilities while supporting emotional development, such
as confidence and enthusiasm toward mathematics. The review underscored the
effectiveness of well-designed game elements in improving both academic and
personal growth.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
thinking. Additionally, Tan and Garcia (2020) from DepEd Learning Portal found that
the adaptability of gamified systems allowed teachers to personalize learning
experiences, catering to different learning paces and styles, which further improved
students' academic performance.
Foreign:
Kapp (2012), in his book The Gamification of Learning and Instruction, explores
how game-based learning enhances student engagement and academic performance.
He emphasizes that incorporating game mechanics such as points, leaderboards, and
challenges into mathematics instruction increases motivation and retention. Kapp’s
research highlights that students in gamified environments show a higher willingness
to participate, as these elements make learning more interactive and enjoyable. His
findings suggest that gamification not only improves problem-solving skills but also
fosters a positive learning experience by reducing fear and anxiety associated with
mathematics.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
McGonigal (2011), in Reality Is Broken: Why Games Make Us Better and How
They Can Change the World, discusses the psychological benefits of gamification in
education. She argues that the principles behind game-based learning—such as
challenges, rewards, and immersion—help reduce stress and increase students'
confidence in tackling complex mathematical problems. Her findings indicate that
students exposed to gamified learning are more likely to develop a growth mindset,
where they view challenges as opportunities for improvement rather than obstacles.
McGonigal emphasizes that gamification fosters resilience, making students more
persistent and engaged in their studies.
Loh, Sheng, and Ifenthaler (2015), in Game-Based Learning and Gamification for
Education, present empirical studies showing that gamified instruction significantly
enhances comprehension and retention rates. Their research suggests that structured
progression in games—where students advance through levels while repeatedly
applying key concepts—solidifies mathematical understanding. The study found that
students in gamified environments retain up to 25% more information compared to
those in traditional settings. Their work underscores the effectiveness of gamification
in reinforcing learning through repetition, interactive engagement, and immediate
feedback.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Chapter 3
Research Design:
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Research Instruments
This study will use the Grade 8 K-12 Achievement Test in Mathematics from the
National Standardized Testing (NST) Program as the main research instrument to
measure students' math proficiency before and after the intervention. The test
specifically contains math lessons for Grade 8 during the 4 th Quarter of the School
Year. Since this is a standardized test, researchers ensure accuracy in assessing key
competencies based on the K-12 curriculum. The test will first be given as a pre-test
to determine the student's initial skills, followed by a post-test after a month of using
gamification-based teaching strategies. Using the same test for both assessments will
allow a clear comparison of results, showing how much students improved.
Statistical Treatment
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Mean Deviation – Researchers adopt mean deviation to analyze how much students'
performance and engagement levels vary before and after implementing gamified
learning. This will allow researchers to analyze if their scores become more consistent
after gamification, indicating whether it helps reduce learning gaps.
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