The Influence of Gamified Instruction and Traditional Teaching Method in the Academic Performance of Grade 12 Students in Physical Science and the Mediating Roles of Motivation and Engagement
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| Title: | The Influence of Gamified Instruction and Traditional Teaching Method in the Academic Performance of Grade 12 Students in Physical Science and the Mediating Roles of Motivation and Engagement |
|---|---|
| Language: | English |
| Authors: | Maria Zharina Sanchez, Crisanta Montejo, Geraldine Niña Rocel Libron, Michael Corpuz |
| Source: | Online Submission. 2025. |
| Peer Reviewed: | N |
| Page Count: | 16 |
| Publication Date: | 2025 |
| Document Type: | Reports - Research |
| Education Level: | Grade 12 High Schools Secondary Education |
| Descriptors: | Game Based Learning, Educational Games, Grade 12, High School Students, Science Instruction, Gamification, Conventional Instruction, Science Achievement, Foreign Countries |
| Geographic Terms: | Philippines |
| Abstract: | This study explores how interactive classroom games can improve Grade 12 students' performance in Physical Science at Sibagat National High School, Agusan del Sur. The implementation of gamification in science education has been an intriguing area for many researchers as it is something familiar to students, and at the same time, it draws their interest. Grounded in Anchored Instruction Model, Theory of Gamified Learning, and Self-Determination Theory, the research compared two teaching approaches which are traditional instruction using lectures and discussion, and gamified instruction using validated classroom games designed to reinforce science concepts. A quasi-experimental design was adopted that incorporates pretest, posttest, motivation, and engagement. The 100 student participants were chosen using purposive sampling to examine the impact of the intervention on Grade 12 students. The research instruments included a researcher-made achievement test, and an adopted research questionnaire on student's motivation and engagement. The data were analyzed using frequency, percentage, and mean scores. ANCOVA was also applied to compare post-test results between the two groups, while statistically controlling for pre-test scores. This method helps reduce error and sharpen the precision of the findings. ANCOVA further determined whether gamified instruction leads to significantly better outcomes than traditional teaching, even after accounting for students' prior knowledge. Repeated measures ANOVA was also conducted to examine the differences between pre-test and posttest scores across teaching methods. The findings revealed that students taught using gamified instruction performed better than those taught using the traditional method. The results therefore provide compelling evidence that gamified instruction can foster improved academic performance and create more meaningful learning experiences. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | ED677882 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=ED677882 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: ED677882 AccessLevel: 3 PubType: Report PubTypeId: report PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: The Influence of Gamified Instruction and Traditional Teaching Method in the Academic Performance of Grade 12 Students in Physical Science and the Mediating Roles of Motivation and Engagement – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Maria+Zharina+Sanchez%22">Maria Zharina Sanchez</searchLink><br /><searchLink fieldCode="AR" term="%22Crisanta+Montejo%22">Crisanta Montejo</searchLink><br /><searchLink fieldCode="AR" term="%22Geraldine+Niña+Rocel+Libron%22">Geraldine Niña Rocel Libron</searchLink><br /><searchLink fieldCode="AR" term="%22Michael+Corpuz%22">Michael Corpuz</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Online+Submission%22"><i>Online Submission</i></searchLink>. 2025. – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: N – Name: Pages Label: Page Count Group: Src Data: 16 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Grade+12%22">Grade 12</searchLink><br /><searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+12%22">Grade 12</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Science+Instruction%22">Science Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Conventional+Instruction%22">Conventional Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Science+Achievement%22">Science Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Philippines%22">Philippines</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This study explores how interactive classroom games can improve Grade 12 students' performance in Physical Science at Sibagat National High School, Agusan del Sur. The implementation of gamification in science education has been an intriguing area for many researchers as it is something familiar to students, and at the same time, it draws their interest. Grounded in Anchored Instruction Model, Theory of Gamified Learning, and Self-Determination Theory, the research compared two teaching approaches which are traditional instruction using lectures and discussion, and gamified instruction using validated classroom games designed to reinforce science concepts. A quasi-experimental design was adopted that incorporates pretest, posttest, motivation, and engagement. The 100 student participants were chosen using purposive sampling to examine the impact of the intervention on Grade 12 students. The research instruments included a researcher-made achievement test, and an adopted research questionnaire on student's motivation and engagement. The data were analyzed using frequency, percentage, and mean scores. ANCOVA was also applied to compare post-test results between the two groups, while statistically controlling for pre-test scores. This method helps reduce error and sharpen the precision of the findings. ANCOVA further determined whether gamified instruction leads to significantly better outcomes than traditional teaching, even after accounting for students' prior knowledge. Repeated measures ANOVA was also conducted to examine the differences between pre-test and posttest scores across teaching methods. The findings revealed that students taught using gamified instruction performed better than those taught using the traditional method. The results therefore provide compelling evidence that gamified instruction can foster improved academic performance and create more meaningful learning experiences. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: ED677882 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=ED677882 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 16 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Grade 12 Type: general – SubjectFull: High School Students Type: general – SubjectFull: Science Instruction Type: general – SubjectFull: Gamification Type: general – SubjectFull: Conventional Instruction Type: general – SubjectFull: Science Achievement Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Philippines Type: general Titles: – TitleFull: The Influence of Gamified Instruction and Traditional Teaching Method in the Academic Performance of Grade 12 Students in Physical Science and the Mediating Roles of Motivation and Engagement Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Maria Zharina Sanchez – PersonEntity: Name: NameFull: Crisanta Montejo – PersonEntity: Name: NameFull: Geraldine Niña Rocel Libron – PersonEntity: Name: NameFull: Michael Corpuz IsPartOfRelationships: – BibEntity: Dates: – D: 08 M: 12 Type: published Y: 2025 Titles: – TitleFull: Online Submission Type: main |
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