Effectiveness Of Using Gamification As A Teaching Strategy On Learners’ Academic Performance In Cabiao, Nueva Ecija

Authors

  • Jenny Simbillo Polytechnic University of the Philippines - Cabiao Campus
  • Leriza A. Ortiz Luis Bachelor of Elementary Education, Polytechnic University of the Philippines- Cabiao Campus, Nueva Ecija
  • Aries V. Reyes Bachelor of Elementary Education, Polytechnic University of the Philippines- Cabiao Campus, Nueva Ecija
  • Tricia Lhei F. Yacat Bachelor of Elementary Education, Polytechnic University of the Philippines- Cabiao Campus, Nueva Ecija
  • May M. Galang Bachelor of Elementary Education, Polytechnic University of the Philippines- Cabiao Campus, Nueva Ecija

Keywords:

Polytechnic University of the Phlippines–Cabiao Campus, Bachelor in Elementary Education, Gamification Teaching Strategy, Academic Performance, English, Mathematics, Science

Abstract

This research study investigated the effectiveness of using a gamification teaching strategy on the academic performance of Grade 6 students in selected public elementary schools in Cabiao, Nueva Ecija. Utilizing a quantitative descriptive research design, with simple random sampling, data were collected through validated instruments by experts, and responses from 201 randomly selected Grade 6 students. The result showed that the teacher's gamification teaching strategies used by the teacher were rated “Agree” with a weighted mean of 3.76. The academic performance of the students in English and Mathematics, revealed of (WM= 3.86), and in Science (WM= 4.01), which fell into the “Very Satisfactory” category. However, the result of the correlation analysis revealed (Pearson r = 0.098, p = 0.168), showing that there is no statistically significant correlation between the academic performance of students in the investigated subjects and the use of gamification in teaching strategy. Based on the results and related implications, one can suggest that teachers should continue to incorporate gamified tasks, like role-playing, interactive games, group challenges, and problem-solving, into their learning materials. These interventions can make the classroom more dynamic, engaging, and constructive with regard to learning by promoting teamwork and engagement, and expanding student understanding of the content.

References

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Additional Files

Published

2025-12-29

How to Cite

Simbillo, J., Luis, L. A. O., Aries V. Reyes, Tricia Lhei F. Yacat, & May M. Galang. (2025). Effectiveness Of Using Gamification As A Teaching Strategy On Learners’ Academic Performance In Cabiao, Nueva Ecija. International Journal on Management Education and Emerging Technology(IJMEET), 3(4), 1–6. Retrieved from https://ijmeet.org/index.php/journal/article/view/140

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