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IMRAD-Knowledgeable

The document presents a research study on the effectiveness of 'Eduk-Quest', a knowledge-based game, in enhancing positive study habits and critical thinking among learners. It explores the impact of gamification on student engagement, motivation, and cognitive skill development, emphasizing the importance of integrating educational content into interactive gameplay. The study aims to provide insights for students, teachers, school administrators, and future researchers on the benefits of knowledgeable games in education.

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0% found this document useful (0 votes)
6 views

IMRAD-Knowledgeable

The document presents a research study on the effectiveness of 'Eduk-Quest', a knowledge-based game, in enhancing positive study habits and critical thinking among learners. It explores the impact of gamification on student engagement, motivation, and cognitive skill development, emphasizing the importance of integrating educational content into interactive gameplay. The study aims to provide insights for students, teachers, school administrators, and future researchers on the benefits of knowledgeable games in education.

Uploaded by

mercifulsiblings
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 26

Republic of the Philippines

Department of Education
Region VII, Central Visayas
Division of Lapu-Lapu City

EDUK-QUEST: ASSESSING ITS EFFECTIVENESS IN DEVELOPING POSITIVE


STUDY HABITS AMONG LEARNERS

A Research Presented to the


FACULTY OF LAPU-LAPU CITY
In Partial Fulfillment of the Requirements in
DIVISION SCHOOLS RESEARCH CONGRESS 2025

S.Y. 2024-2025

Researchers:
Josh Ryan A. Maloloy-on
Julia Rose G. Fernandez
Rio S. Renido
i

ABSTRACT

The capstone RPG game project showcases the fusion of creativity, collaborative teamwork, and
technical expertise. Developed through an iterative process of feedback and refinement, the game
delivers immersive storytelling, engaging mechanics, and dynamic visual elements that captivate
players. Designed to entertain and intellectually challenge, it encourages players to explore ideals
and make impactful choices, fostering critical thinking. This project has enriched our knowledge
of game design, strengthened our problem-solving abilities, and underscored the value of
collaborative development. Looking forward, we envision expanding the game to reach a broader
audience, further enhancing its depth and impact.

Keywords: Knowledgeable Games, Gamification, Cognitive Skills, Engagement


TABLE OF CONTENTS
Contents Page
Title Page
Abstract
Table of Contents

CHAPTER
1. Introduction
The Problem and Its Scope----------------------------------------------------------------------------------1
Review of Related Literature--------------------------------------------------------------------------------2
Philosophical Stance------------------------------------------------------------------------------------------4
Domain of Inquiries------------------------------------------------------------------------------------------5
Scope and Limitation-----------------------------------------------------------------------------------------6
Significance of the Study------------------------------------------------------------------------------------6
Definition of Terms------------------------------------------------------------------------------------------8
Conceptual Framework--------------------------------------------------------------------------------------8
Methodology--------------------------------------------------------------------------------------------------9
A. Research Design
B. Research Environment
C. Sampling Method
D. Research Instruments and Materials
E. Data Collection and Procedures
F. Ethical Issues
G. Plan for Data Analysis
2. Results and Discussions--------------------------------------------------------------------------------12
Action Plan---------------------------------------------------------------------------------------------------15

3. Summary of Significant Findings, Conclusions and Recommendations---------------------17


Work Plan-----------------------------------------------------------------------------------------------------18
Cost Estimate—----------------------------------------------------------------------------------------------20
References—-------------------------------------------------------------------------------------------------22
1

INTRODUCTION

The Problem and Its Scope

In today’s educational landscape, the concept of “Knowledgeable Games” has emerged


as a powerful tool for enhancing learning experiences. These games, often utilizing digital
platforms, provide students with immersive and engaging learning environments that are tailored
to their individual needs (Li et al., 2024). By incorporating educational content and providing
immediate feedback, Knowledgeable Games encourage active participation, foster a sense of
accomplishment, and ultimately increase students' motivation for learning. These games are
designed not just for entertainment but to promote cognitive skills, critical thinking, and subject-
specific knowledge. By integrating educational content into an interactive and engaging format,
knowledgeable game, making fun learning more accessible and enjoyable for all teenagers
especially the students.

The development of knowledgeable games is driven by the increasing recognition of


gamification's impact on education. Numerous studies have demonstrated that incorporating
educational content into game-based learning environments significantly enhances student
engagement and the development of various skills (Smiderle, et al., 2020). This gamified
approach, often referred to as "gamification," leverages the inherent motivational qualities of
games to foster a more immersive and engaging learning experience, leading to improvements in
student performance and mastery of subject matter. These games provide some learning styles to
solve some puzzles. This adaptability makes knowledgeable games particularly effective and
reaches a person in developing their learning skills thereby enhancing inclusivity in education.

As digital technology becomes highly integrated into our daily life (Explorance, 2023),
education must adapt by incorporating tools that resonate with today’s learners. Knowledgeable
games, as interactive and engaging learning platforms, to enhance student engagement,
motivation, and comprehension. The study is vital in understanding how these games can be
effectively utilized to improve the cognitive and situational circumstances in our daily life.
2

Educational games have gained popularity all over the world as a way to improve critical
thinking and cognitive abilities. For example, in the US, compelling teaching methods for
subjects like science, arithmetic, and social studies are implemented through games like
Minecraft Education Edition (21K School, 2025). Similar to this, digital educational games are
employed in Europe to enhance classroom instruction by providing a novel and engaging
learning environment for a variety of topic areas (Irina, 2023).

At the local level, incorporating educational games with information might be viewed as
a means of adjusting to the digital era. For instance, educational institutions are using game-
based learning in various nations to improve student enthusiasm and engagement, two factors
that are essential for successful learning (Prodigy Game, 2024). More locally relevant content
that meets certain cultural and educational requirements is yet required.

Despite the advantages of intelligent games, there are a number of implementation flaws.
One major problem is accessibility; since these games sometimes call for digital equipment,
pupils in less technologically sophisticated areas may find it difficult to play them (Skill Prepare,
2024). To guarantee accessibility and efficacy across many geographies, educational games also
require more varied and culturally appropriate material (Bedrock Learning, 2023). Additionally,
there is a lack of established evaluation instruments to gauge how well informed games improve
critical thinking and cognitive abilities. To effectively utilize the educational potential of
intelligent games, these loopholes must be filled.

By fostering a culture of curiosity and self-improvement, knowledgeable games can


empower community members to continuously expand their knowledge and skills, making them
more informed and capable of navigating the complexities of modern society (Khan, 2025).

Review of Related Literature


One promising approach to improving learning motivation, information acquisition, and
problem-solving abilities is the incorporation of digital instructional games into STEM education
(Kayan-Fadlelmula et al., 2022). By enabling students to engage with game mechanics in a
virtual world, digital game-based learning (DGBL) provides a distinctive and captivating
3

learning environment that enhances motivation through meaningful gameplay (Ball et al., 2020;
Ishak et al., 2021). Nonetheless, there is ongoing discussion over the efficacy of DGBL in STEM
education, with varying research findings (Riopel et al., 2019). This discrepancy emphasizes the
necessity for more thorough and methodical reviews in order to comprehend the elements
affecting DGBL's efficacy in STEM education.

The function of game design in improving learning outcomes is a major area of interest in
DGBL research (Tsai & Tsai, 2020). Scholars have examined how different aspects of game
design, including narrative, incentives, visual aesthetics, game mechanics, and knowledge/skills,
affect student learning. According to the results, well thought-out game mechanics and
educational strategies can greatly advance STEM knowledge and proficiency. However, further
research is needed to determine the efficacy of particular game design components and how they
relate to learning objectives.

The learning environment is another important component that affects how effective
DGBL is (Klopfer & Thompson, 2020). Student motivation and engagement can be greatly
impacted by the digital environment of the school, which includes technological access, teacher
and student digital competence, and the availability of digital materials (Yu et al., 2019).
Research has demonstrated that the beneficial effects of digital educational games on student
learning engagement can be amplified by a well-designed digital environment (Li et al., 2024).
However, further research is needed to determine the precise pathways via which DGBL
interacts with the digital environment to affect learning outcomes.

Research on the effectiveness of digital educational games in STEM education has also
explored the potential moderating effects of several game-related characteristics, such as game
type, game time, level of realism, and game mechanism (Yang et al., 2023). For example, meta-
analyses have found that strategy games may be more effective than other types of games in
promoting STEM learning (Yang et al., 2023). Additionally, the type of game-design element
(e.g., elements for gaming experience vs. elements for content learning) can also influence the
effectiveness of digital educational games (Yang et al., 2023). However, further research is
needed to investigate the specific effects of these game characteristics on learning outcomes.
4

During this pandemic, relevant media are required to promote and enable online learning
and assessment activities in distance learning activities. Teachers must therefore be prepared to
use cutting-edge and instructive learning resources. The Quiz Whizzer educational game
application is one of the many web-based tools that facilitate the learning assessment process in
tandem with the quick advancement of technology. Unfortunately, despite QuizWhizzer's many
features, teachers-including those who are part of the German MGMP in Surabaya-do not use it
as often. The results of the circulated questionnaire made this clear. Teachers who belong to the
Surabaya German MGMP are not familiar with or utilize this application, according to the
findings of their interviews. Therefore, through training and mentoring, useful solutions are
required to help teachers deliver learning materials and evaluate engaging, interactive, and
technology-based learning. The purpose of this exercise is to educate and prepare teachers to use
online learning resources effectively. This activity focuses on creating engaging and dynamic
learning assessments for students using the QuizWhizzer educational game application. The
online implementation approach is broken down into phases for planning, carrying out, and
assessing. Teachers who are members of the Surabaya German MGMP are the training's topics.
When over 85% of participants are able to register and gather assignments to build interactive
quizzes using the Quiz Whizzer application, the training is considered successful (Wahyuningsih
et al., 2021).

Philosophical Stance

This study, which examines the effectiveness of Eduk-Quest, a knowledge-based game, in


shaping student lives, adheres to the constructivist philosophy, which emphasizes that knowledge
is actively constructed by learners through interaction with their environment (McLeod, 2024).
Eduk-Quest, by definition, embodies this idea. It encourages students to actively participate in
the learning process by using immersive gameplay, engaging scenarios, and interactive
challenges, all of which align with the constructivist belief that learning is an active rather than
passive process. This approach, in which learners build new knowledge on top of prior
5

knowledge, emphasizes the necessity of creating a dynamic and interactive learning environment
in which students are empowered to develop their own understanding and meaning.

Eduk-Quest's approach to learning is consistent with constructivist philosophy, which


holds that knowledge is actively built by learners via their interactions with the world (Schrier,
2019). This method, based on humanistic psychology (Pusey et al., 2020), emphasizes personal
development, self-discovery, and the quest of meaning. Eduk-Quest encourages creativity,
collaborative problem-solving, and the investigation of other views, allowing students to develop
their own abilities and find personal significance in their learning journey. By actively
participating in the game, students improve their comprehension, develop critical thinking
abilities, and discover personal significance in their educational experiences.

This research study underscores the vital role that play plays in the learning process. It
echoes the philosophy of playful learning, which posits that learning should be engaging,
enjoyable, and ultimately transformative. By blending educational content with engaging
gameplay, Eduk-Quest demonstrates the power of play as a catalyst for meaningful learning and
personal growth.

Domain of Inquiries

This study seeks to explore the role and effectiveness of knowledgeable games in enhancing
educational outcomes and fostering critical thinking within students and the broader community.

Specifically, it aims to address the following questions:

1. How do knowledgeable games impact students’ engagement and motivation to


learn valuable lessons than other games?

2. What specific cognitive skills and subject-specific knowledge do students develop


through the use of knowledgeable games?
6

3. How effective are knowledgeable games in providing a diverse learning styles


and improving academic performance and other learning skills?

4. How can knowledgeable games foster lifelong learning and critical thinking in a
community beyond the school environment?

Scope and Delimitation

This study focuses on the role and effectiveness of knowledgeable games in enhancing
students’ educational outcomes and fostering critical thinking. It specifically examines how these
games impact student engagement, cognitive skill development, academic performance, and
learning styles. The research is limited in findings that are relevant to junior high school
learners. The study assesses the cognitive and educational benefits of knowledgeable games,
comparing them to other types of games, and investigates their influence on motivation,
engagement, subject comprehension, and critical thinking development. This study is conducted
on one public school in Lapu-Lapu City.

However, this study has certain delimitations. It does not cover students from lower grade
levels. Additionally, the research is limited to knowledgeable games and does not analyze the
impact of general entertainment games or professional e-learning platforms. Lastly, the study is
conducted within a specific academic period and does not account for the long-term effects of
knowledgeable games on students’ learning retention. These delimitations help maintain the
study's focus while ensuring the feasibility of data collection and analysis.

Significance of the Study

This study is significant as it explores the effectiveness of knowledgeable games in


enhancing students’ learning experiences, fostering critical thinking, and improving academic
performance. The findings of this research will be beneficial to the following:

STUDENTS. This study highlights the potential of knowledgeable games in making


learning more engaging, interactive, and effective. By incorporating gamified elements into the
7

learning process, students can develop cognitive skills, problem-solving abilities, and subject-
specific knowledge while maintaining high motivation and interest in their studies.

TEACHER. This research provides insights into how knowledgeable games can be
integrated into instructional strategies to enhance student engagement, improve comprehension,
and encourage active participation in lessons.

SCHOOL ADMINISTRATORS. This study serves as a reference for incorporating


game-based learning into academic programs. It provides evidence on the effectiveness of
knowledgeable games in fostering a dynamic and inclusive educational environment, which can
lead to improved student performance and better learning outcomes.

COMMUNITY. The study emphasizes how knowledgeable games can extend beyond the
classroom to promote lifelong learning and critical thinking. By fostering curiosity and self-
improvement, these games can help individuals develop essential skills that are applicable in
real-world situations, making them more adaptable and informed members of society.

FUTURE RESEARCHERS. This study serves as a foundation for further investigations into
the impact of gamification in education. It can guide researchers in exploring new game-based
learning models, evaluating different types of educational games, and assessing their long-term
effects on students’ academic growth and cognitive development.
8

Definition of Terms

● COGNITIVE SKILLS. Mental capabilities that enable individuals to process


information, solve problems, and apply knowledge effectively in different situations.
● CRITICAL THINKING . The ability to analyze, evaluate, and synthesize information
logically to make informed decisions and solve problems.
● EDUCATIONAL TECHNOLOGY. Digital tools and resources used to support
teaching and learning, including software, applications, and platforms that facilitate
knowledge acquisition.
● ENGAGEMENT. The level of interest, motivation, and active participation exhibited by
students when interacting with learning materials or activities.
● GAMIFICATION. The use of game-like elements in non-game contexts, such as
education, to improve motivation, engagement, and learning outcomes.
● GAMIFIED LEARNING ENVIRONMENT. A structured educational setting that
incorporates game-based elements to enhance student motivation and comprehension.
● KNOWLEDGEABLE GAMES. Educational games designed to enhance learning
experiences by integrating subject-specific content with interactive gameplay elements,
fostering engagement, critical thinking, and cognitive development.
9

METHODOLOGY

Research Design
This research study employs a qualitative research design to explore the impact and
effectiveness of Eduk-Quest in enhancing educational outcomes and fostering critical thinking
among students and the broader community (Bhandari, 2020). The study utilizes qualitative data
collection methods, to gain a comprehensive understanding of the phenomenon. The researchers
utilize a systematic approach, involving the development of a custom-designed RPG game
specifically tailored for educational purposes. The study involves several steps, including
conceptualization, game development using a no-coding game maker engine, play-testing with
target users, and finalization of the game. Qualitative data is gathered through interviews, and
feedback collected during the play-testing phase, allowing researchers to delve into the
subjective experiences of players and assess the effectiveness of the game in promoting learning
and critical thinking. This approach provides valuable insights into the ways in which Eduk-
Quest can positively influence the educational landscape and foster lifelong learning.

Research Environment

The research will be conducted at a public senior high school in Lapu-Lapu City. This
selection is strategic due to its accessibility for the research team, allowing for consistent
observation and data collection. The school's diverse student population and existing educational
infrastructure provide a realistic context for evaluating the "Knowledgeable Game" within a
representative environment.
10

Research Participants

This study will include fifteen junior high school students who will serve as responders
and provide valuable insights to researchers. The students' feedback on the game's design,
mechanism, and content will be critical in understanding how the game appeals to their learning
styles and needs. This will also help determine the game's strengths and flaws from the student's
perspective, providing valuable information for future changes and modifications. Knowing the
students' experiences and ideas allows the researchers to ensure that the game is relevant and
entertaining to its target audience.

Research Instrument

A questionnaire will be the main data collection instrument to be used in the research.
The questionnaire will be administered to the study participants to collect relevant information
on whether the game has an impact in improving their learning process. This will be framed in
such a manner as to capture the responses that will enable the researchers to assess the influence
of the game on different aspects of the learning process, including acquisition of knowledge, skill
development, participation, and motivation. By comparing the data obtained from the
questionnaire, the researchers can make relevant conclusions regarding the effectiveness of the
game in enhancing student learning.

Sampling Method

The researchers chose a simple random sampling strategy for selecting participants in this
study since it is known to help reduce bias and increase study reliability. Random sampling is a
strategy in which each member of the population has an equal chance of being chosen to
participate in the study, reducing the possibility of researchers mistakenly demonstrating
favoritism to certain individuals (Stewart, 2024). This strategy improves the research's validity
11

by guaranteeing that the findings are not prejudiced by a skewed sample, allowing the results to
be generalized to the population as a whole.

Data Gathering Process

The data gathering process will focus on ethical considerations of the participants and
acquisition of their responses. First, the researchers will acquire consent from the school
principal to conduct the study, ensuring that all protocols are followed. Following approval,
potential participants will be informed about the research's objectives, procedures, and the option
to decline participation. Once consent has been obtained, participants will complete a
questionnaire designed to assess their knowledge and comprehension of the game's content. This
will be used to collect specific information about their learning experiences, such as opinions on
the game's effectiveness in facilitating knowledge acquisition and engagement.

Ethical Consideration

This study emphasizes the ethical treatment and welfare of all participants, adhering to
the highest research ethical standards. Obtaining informed consent is crucial for ensuring that all
participating junior high school students and teachers comprehend the research's purpose, their
rights as participants, and the possible benefits and risks involved. Due to the sensitive nature of
the information, ethical guidelines will be maintained, including securing informed consent,
safeguarding anonymity, and honoring cultural norms and values. Researchers will collaborate
with relevant authorities and organizations to ensure adherence to ethical standards and local
regulations.

Data Analysis
12

This study will include a qualitative analysis of participants' responses to the


questionnaire, focusing on the game's effectiveness in promoting learning. Thematic analysis, a
widely used qualitative research method in the social sciences, will be used to analyze the data.
This involves systematically identifying and interpreting recurring patterns or themes within the
dataset. This process entails meticulous examination and interpretation of the collected data,
aiming to extract meaningful insights and diverse perspectives related to the research topic
(Sovacool, et al., 2023).

RESULTS AND DISCUSSIONS

This chapter presents the results of the study based on the responses regarding the
effectiveness of knowledgeable games in enhancing educational outcomes and fostering critical
thinking. The discussion highlights key themes, common responses, and significant insights
derived from the data.

Student Engagement and Motivation

When asked about how knowledgeable games influence their engagement and motivation
compared to other types of games, 8 out of 15 students expressed that they feel more excited to
learn through these games as they make studying enjoyable. 4 students mentioned that while they
find these games interesting, they still prefer entertainment games. 3 students indicated that they
use knowledgeable games only when required by their school.

Effective Features of Knowledgeable Games

Regarding the features that make knowledgeable games enjoyable and effective, the
majority (9 students) preferred instant feedback and rewards as these help them track their
13

progress. 4 students highlighted the importance of interactive storylines related to real-life


situations, while 2 students emphasized the significance of high-quality graphics and animations.

Development of Cognitive and Critical-Thinking Skills

Participants were asked how knowledgeable games contribute to their problem-solving


and critical-thinking skills. 7 students stated that the challenges and puzzles in these games force
them to think logically and strategically. 5 students reported that they encourage careful
decision-making. However, 3 students noted that some games only repeat information, making
them less effective in enhancing critical thinking.

Subject-Specific Knowledge Gained

When asked to provide an example of a subject or lesson they understood better through
knowledgeable games, 6 students mentioned that these games helped them improve their math
skills, particularly in problem-solving and calculations. 5 students stated that they gained a better
understanding of science concepts, especially in physics. 2 students reported that history lessons
became more engaging through interactive storytelling games, while 2 students found that basic
programming logic became clearer after playing coding-related games.

Support for Different Learning Styles

Participants shared their views on how knowledgeable games cater to different learning
styles. 8 students agreed that these games effectively incorporate visuals, sounds, and interactive
elements, making them suitable for various learners. 4 students noted that they are particularly
beneficial for hands-on learners, while 3 students suggested that auditory learners also benefit
from voice instructions provided in some games.
14

Impact on Academic Performance

When asked whether knowledgeable games have improved their academic performance,
9 students affirmed that these games reinforce classroom lessons and make studying more
engaging. 3 students indicated that they experienced only slight improvements, while 3 students
mentioned that these games do not always align with their school curriculum, limiting their
effectiveness.

Challenges in Using Knowledgeable Games

Participants identified the challenges they face when using knowledgeable games for
learning. 6 students cited internet access as a major barrier. 4 students mentioned that some game
levels are too difficult or repetitive, while 3 students reported that they often get distracted by
entertainment games instead. Additionally, 2 students stated that some games do not match their
school topics well.

Application Beyond the School Environment

When asked about the potential use of knowledgeable games outside the school setting, 7
students suggested that they could teach financial literacy and problem-solving for everyday life.
4 students stated that these games could be useful for self-learning and career training. 3 students
mentioned their potential for raising awareness about social issues, while 1 student was unsure
about their impact outside of school.

Suggestions for Improvement

To enhance the effectiveness of knowledgeable games, 6 students recommended making


them more visually appealing and interactive. 5 students suggested incorporating more real-life
applications and problem-solving scenarios. 3 students advocated for multiplayer or cooperative
15

modes to promote teamwork, while 1 student recommended reducing ads and in-game
distractions.

Action Plan

This project aims to develop and integrate educational games into community learning
environments to enhance engagement, motivation, and educational outcomes. The focus is on
creating interactive, accessible, and community-driven educational experiences.

Objectives:
1. Develop games that are both entertaining and educational, focusing on improving cognitive
skills, problem-solving abilities, and social interactions.
2. Implement these games in community settings, such as schools, libraries, and community
centers, to foster collaborative learning and community engagement.
3.Conduct research to assess the effectiveness of these games in enhancing learning outcomes
and community involvement.
4. Ensure that the games are accessible to diverse learners and that they remain updated and
relevant over time.

Area Issues Prepared Time Frame Person/s


Concerned Action Plan Involved

Game Limited Develop 1.5 years Game


Development educational educational Developers,
content in games games with Educators
16

diverse content
(e.g., math,
science, social
studies) using
game design
principles and
theories (e.g.,
narrative-
centered
learning,
problem-solving
theory).

Community Limited Partner with 6 months Community


Integration community local schools and Outreach
engagement with community Specialist,
educational centers to Educators
initiatives integrate games
into existing
educational
programs.
Organize
workshops and
events to
promote
community
involvement.

Evaluation and Lacks of data on Conduct 3 months Researchers,


Research the effectiveness longitudinal Data Analysts
of educational studies to
games evaluate the
impact of these
games on
learning
outcomes and
community
engagement. Use
surveys, focus
groups, and
performance
metrics.

Sustainability Needs for Regularly update Ongoing Game


and Accessibility continuous game content Developers,
updates and and ensure Accessibility
17

accessibility accessibility Experts


feautures features are
integrated (e.g.,
audio
descriptions,
text-to-speech).

Recommendation for Future Students

Finally, when asked if they would recommend knowledgeable games as a learning tool
for future students, 10 students responded positively, stating that these games make learning
more engaging and enjoyable. 3 students mentioned that they would only recommend well-
designed games that align with school subjects. 2 students expressed skepticism, noting that
some students prefer traditional learning methods.

Summary of Significant Findings

The results indicate that knowledgeable games generally enhance student engagement,
motivation, and critical-thinking skills. However, their effectiveness depends on their design,
accessibility, and alignment with school curricula. While most students found them beneficial for
learning, some challenges, such as internet accessibility and game content relevance, need to be
addressed to maximize their educational potential. Future improvements should focus on creating
more immersive and interactive experiences while ensuring that these games cater to diverse
learning styles and academic needs.
18

Conclusion

The study of knowledgeable games reveals several key findings regarding their effectiveness
in enhancing educational outcomes and fostering critical thinking. Most students who used these
games reported feeling more motivated and engaged, and they attributed this to features like
interactive stories, awards, and quick feedback. It was discovered that playing educational games
enhanced students' critical thinking and problem-solving abilities, especially in math and science.
Additionally, they incorporate interactive elements, music, and pictures to accommodate various
learning styles. Problems including restricted internet access and the requirement for improved
curriculum conformity were identified.

Recommendation

The results of the study suggest that in order to sustain high levels of student engagement,
future improvements of informed games should concentrate on improving their visual and interactive
components. Their relevance and application outside of the classroom can also be improved by
including more real-world problem-solving scenarios. Including cooperative or multiplayer features
can also help kids develop their social and collaboration abilities. To enhance their educational
impact, games must be closely aligned with school curriculum. Additionally, resolving accessibility
concerns—like enhancing internet connectivity—is crucial to removing a major obstacle to playing
these games. Also to minimize the risk of addiction, a feature, similar to Candy Crush, could be
introduced, such as a time limit or life system, to regulate gameplay duration and prevent excessive
gadget use, minimizing the risk of addiction. By implementing these improvements, knowledgeable
games can become a more effective tool for enhancing education and promoting critical thinking.
Finally, keeping attention on learning goals can be achieved by reducing in-game distractions like
advertisements. Knowledgeable games can be a more useful tool for improving educational
outcomes and encouraging critical thinking by putting these changes into practice for students.

Work Plan
19

Stage Description Activities Objectives Time Frame

1 Literature Review and Conduct a Establish a strong 3 days


Conceptual Framework thorough review theoretical
of existing foundation for
literature on the study,
educational identifying key
games, research gaps and
constructivist formulating
learning, and the specific research
impact of questions.
technology on
academic
performance.
Develop a
conceptual
framework that
integrates these
concepts and
guides the
research design.

2 Research Design and Design a Develop a robust 3 days


Development qualitative research design
research study. that allows for
Select the collection of
appropriate reliable and valid
research data to answer
instruments (e.g. the research
surveys, questions.
interviews) to
measure student
academic
performance,
engagement, and
attitudes towards
Eduk-Quest.

3 Data Analysis and Recruit a sample Gather and 10 days


Collection of students and analyze data to
administer the assess the
research effectiveness of
instruments. Eduk-Quest in
Collect data on enhancing
student academic student academic
performance, performance,
20

engagement with considering both


Eduk-Quest, and quantitative and
perceptions of the qualitative
game. Analyze findings.
the collected data
using appropriate
statistical and
qualitative
methods.

4 Interpretation and Interpret the Draw meaningful 5 days


Discussion findings in light conclusions from
of the established the research
theoretical findings,
framework. providing
Discuss the insights into the
implications of potential benefits
the study for and challenges of
educational using Eduk-
practice, Quest to enhance
highlighting the student learning.
strengths and
limitations of
Eduk-Quest as an
educational tool.

5 Dissemination and Prepare and Share the 5 days


Future Research disseminate the research findings
research findings with the broader
through academic educational
publications, community and
conferences, and contribute to the
other relevant ongoing
platforms. development of
Identify areas for effective
future research to educational
further explore technologies.
the potential of
Eduk-Quest and
its impact on
student learning.

Cost Estimate
21

Category Item Estimated Cost (₱) Notes/Justification

I. Eduk-Quest A. Design and


Game Development
Development

Game Designer ₱150,000 Experienced game


Salary (3 months) designer; adjust based
on experience and
rate.

Programmer Salary (3 ₱120,000 Experienced


months) programmer; adjust
based on experience
and rate.

Artist/UI/UX ₱80,000 For game art,


Designer (2 months) interface design;
adjust based on
scope.

Content Creation ₱50,000 Cost of creating or


(Educational acquiring educational
Materials) content; may use
OER to reduce this.

Project Management ₱30,000 Overseeing the


development process.

Software Licenses & ₱20,000 Game development


Tools. software, asset
creation tools.

Total Development ₱450,000


Cost

B. Testing and
Refinement

Beta Testing ₱10,000 Incentives for


(Schools/Students) participants, feedback
gathering.

Bug Fixing & ₱15,000 Cost of addressing


22

Iteration bugs and making


improvements based
on testing.

Total Testing and ₱25,000


Refinement

REFERENCES

21K School. (2025). Game-Based Learning: Benefits, Strategies and More. Retrieved from
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