Professional Documents
Culture Documents
Action Research
Action Research
In Partial Fulfillment
of the Requirements for the
Master of Arts in Teaching- General Science
in Current Trends in Teaching Biology
by
JUNE, 2024
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
ABSTRACT
Gamification, the integration of game-like elements into non-game contexts, has gained
increasing attention as a tool for enhancing student engagement and learning outcomes. Games
naturally lead to combining knowledge to discern patterns, making them extremely useful for
teaching core ideas, scientific practices, and cross-cutting concepts simultaneously. This
promotes scientific literacy. This study examined the effectiveness of gamification in improving
design was employed, with two comparable groups of students participating. The experimental
group received science lessons that incorporated gamification elements such as points, badges,
leaderboards, and interactive challenges. The control group received the same science content
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
INTRODUCTION
In recent years, there has been a growing interest in the potential of gamification to
improve student engagement and learning outcomes in educational settings. Gamification refers
to the integration of game-like elements, such as points, badges, leaderboards, and interactive
challenges, into non-game contexts (Deterding et al., 2011). The underlying premise is that by
incorporating these game-based mechanics and dynamics, learners can be motivated, and their
The field of science education presents a particularly promising area for the application
of gamification. Science lessons often involve complex concepts, abstract ideas, and the need for
active participation and hands-on exploration. However, many students struggle to maintain
interest and achieve long-term retention of the material, which can hinder their overall
Existing research suggests that gamification can positively influence various educational
al., 2015; Jabbar & Felicia, 2015). In the context of science education, gamification has the
potential to make learning more enjoyable, interactive, and relevant to students’ interests and
There are a number of advantages to gamifying science instruction for students, including
increased curiosity, engagement, learning results, and idea retention. Science classes become
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
more engaging and productive for students when they integrate game mechanics and
components.
into the instructional design, the researchers seek to understand the impact on students’ self-
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
LITERATURE REVIEW
for the engagement of students from the 8th year school in Aklan. We chose two badging
platforms – ClassDojo and Class Badges – to be evaluated based on 7 different criteria. The main
objectives were to generate involvement among individual and particular situations, increasing
the interest, engagement and efficiency while performing a specific task. We observed the
behavior of 61 students from high school public school in Aklan as part of our action research.
Quantitative data were statistically analyzed using a multivariate technique known as cluster
analysis. The results allowed us to classify students in 4 distinct groups and showed that students
who received more rewards from the teacher got significantly better average performances.
This study aims to reveal students’ achievement based on gamification use. The study is a
study of quantitative type and single-group pretest-posttest experimental design has been used.
The study has been conducted in the spring semester of 2014/2015 academic year, candidates
who are studying in 6. Grade of students. In the experimental group of this study while
dramatized science teaching software is applied to control group, a lesson is carried out based on
the curriculum and the program prepared by MEB, research is carried on for 8 weeks in total. In
the research, as data collection devices “Multiple Choice Science Test” carried out in both groups
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
and “Educational software” were applied to the experimental group and “Plain text” were
applied to control group. After 8 weeks, Multiple Choice Science Test” carried out in both groups
again. As a result of this research, gamification in a science lesson, it is found that there is a
This study aims to obtain the game as a gamification in education that is appropriate to be
used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the
game. The research method used is the research and development method, the study was
conducted in East Java High School-Indonesia. Validity is obtained from the game assessment by
the validator. Practicality is obtained from the questionnaire responses of students and
observations of students’ activities while using the game. The effectiveness is obtained from the
learning outcomes of students, the results of students’ learning motivation questionnaires, and
student retention. Based on the results of the research, the game developed is named
material.
Exploring the Long-term effects: Retention and transfer of skills in gamified learning
environment
This study looks at how gamifying the classroom might help students retain and apply
what they have learned in the Jordan educational system. During the year-long research, 500
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
their newly acquired skills over a long period of time, demonstrating a notable improvement in
retention. Important factors that affect how well one remembers newly acquired abilities include
intrinsic motivation and interest. What’s more, studies have shown that there’s a strong link
between keeping knowledge and being able to use it elsewhere, which highlights the need of
maintaining competence for maximum efficiency in applying knowledge in the real world.
Important implications for the Jordan educational system may be drawn from the findings since
they are consistent with the goals of Vision 2030. The goal of this nationwide effort is to train
workers who can sustainably advance the nation’s economy and culture.
The integration of gamification into educational settings has gained recognition for its
potential to boost student motivation, engagement, interest, and learning outcomes. Despite its
popularity, research on gamification has produced mixed results regarding student learning
outcomes. This meta-analysis aims to synthesize the existing empirical evidence on the
settings. Forty-one studies with 49 independent samples involving more than 5,071 participants
were included in our analysis. Results from random effects models showed an overall significant
large effect size (g = 0.822 [0.567 to 1.078]). The research performed the moderator analysis to
scrutinize the effects of a number of factors on the relationship between gamification and student
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
learning outcomes. The study uncovered significant moderating effects for user type, educational
discipline, design principles for educational gamification, duration of “gameful” experience, and
learning environment. However, measurement of student outcomes and publication type did not
appear to have any significant moderating effect. Those findings hold important implications for
improving and implementing gamification to promote teaching and learning in future research.
increase engagement and achieve learning more effectively. Implementing technology in science
curricula has seen a massive influx over the past years to stop the decline in students’ motivation
towards science learning and promote scientific thinking. This study’s objective is to present the
papers published in various electronic databases and the web search engine for scholarly
literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals
the latest emerging trends of gamification in science education while revealing the literature gap,
challenges, impediments, and extending the possibilities for future research directions. It
examines the conflicting findings of other studies and provides a framework and insight for
future researchers regarding content areas, educational levels, theoretical models, outcomes,
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
It is rather a challenging task for educators nowadays to get their digital native students
engaged and motivated throughout the learning in spite of the emerging intensive demand for
personalized learning and new technologies. For this reason, it is crucial for educators to think of
creative ways to attract their students’ attention and enhance their learning especially for subjects
like science that needs highly conceptual understanding. Gamification is becoming a popular
trend in the education world as a teaching tool that uses elements of games in a non-gaming
science classrooms. A systematic review was conducted to analyze previous studies on three
types of technology-infused gamification which are currently implemented widely. Most of the
studies agreed that technology infused gamification settings which were well planned and
motivation in learning; hence, increasing students’ engagement. There are some limitations to
make gamified learning meaningful that was highlighted by a few studies, including poor
wireless connection and elements of games like awards that pave the way for competition and
demotivation.
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
science learning motivation of students has been determined and the opinions of students and
parents on applications have been discussed. A total of 16 students and their parents participated
in the study. The research was conducted on 4th grade primary students and employed a mixed
method consisting of both qualitative and quantitative elements. The motivation of students for
learning science was obtained through quantitative data, whereas the opinions of students and
parents on the usage of gamification applications were gathered through qualitative data. In the
study, it was found that applications in science education created a positive impact on the
learning motivation of students for science. Additionally, the research results also displayed that
students and parents have positive opinions on the usage of gamification in science education
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
RESEARCH METHOD
In a before and after trial, in a census manner, 64 students of St. Joseph’s Academy of
Malinao, Aklan, Inc, non-randomly were assigned to the intervention (n=42) and control (n=22)
groups. Learning activities were gamified in the intervention group, while the control group
received traditional problem-solving in the learning management system. Narrative, avatar, level,
point, progress bar, scoreboard, challenge and feedback elements were used in the game
gamified content. Valid and reliable Persian version of the Survey Attitude toward Statistics
questionnaire measured the students’ attitude before and after the intervention. The EGameFlow
questionnaire and a valid and reliable researcher-made exam measured the users’ experience of
gamified content and learning hypothesis testing after the intervention. The independent samples
T-test, analysis of covariance and the partial eta-squared effect size were calculated by SPSS
software.
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FILAMER CHRISTIAN UNIVERSITY
SCHOOL GRADUATE OF STUDIES
Roxas Avenue, Roxas City, 5800, Philippines
Tel. No. (036) 6217-317/Fax No: (036) 6213- 075
Website: http://www.filamer.edu.ph
RESULTS
Compared to the control group, the intervention group had a more positive attitude
toward learning difficulty (moderate partial eta-squared 0.099), value and cognitive competency
(weak partial eta-squared=0.01 and 0.05). Learning between the two groups was not different
(P=0.522). There was a significant correlation between learning and the students’ perceived
experience with feedback (r=0.583, P<0.001), concentration (r=0.509, P=0.005), and challenge
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