RESEARCH-TEMPLATE (1)
RESEARCH-TEMPLATE (1)
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
TITLE
Game-Changer: Gamified Learning's Role in Math Success Among Grade 8 Bell Students at
FHINHS
_______________________________________________
_______________________________________________
Grade 8 – Darwin
Donald Cubero
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
i
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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Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
List of Tables
Table Page
1 Respondents
iii
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Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
List of Figure
Figure Page
iv
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Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Introduction
1
Republic of the Philippines
Department of Education
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.
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
Schematic Diagram
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:
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
2. What are the pretest and posttest mean scores of the students using two
teaching approaches?
3. How do gamification strategies influence the mathematical performance of
Grade 8 Bell in Math subjects and in Math lessons? In terms of;
3.1 Student’s Engagement;
3.2 Student’s Learning; and
3.3 Students Learning of the Lesson;
4. Is there a significant difference on the pretest and posttest mean scores of
the students when taught using a gamification teaching strategy and
traditional teaching method?
5. COURSE OF ACTION
Hypotheses:
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.
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Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
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.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
Definition of Terms
7
Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
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.
Deterding et al. (2011) emphasized that gamification can transform routine tasks into
engaging activities, significantly increasing focus and effort among learners. Their
research found that incorporating game-like elements such as points, rewards, and
competitive structures enhances intrinsic motivation, which directly impacts academic
performance. These findings highlight the potential of gamification to make complex
subjects like mathematics more accessible and enjoyable for students.
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
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.
Hui and Mahmud (2023) systematically reviewed the effects of game-based learning
(GBL) on students' cognitive and affective domains in mathematics. Their findings
revealed that GBL positively influenced students’ knowledge, mathematical skills,
engagement, motivation, and attitude. The study emphasized that GBL bridges the
gap between abstract mathematical concepts and real-world applications by 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
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Republic of the Philippines
Department of Education
FLORITA HERRERA IRIZARI NATIONAL HIGH SCHOOL
LANUZA, SURIGAO DEL SUR
personal growth.
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