Research is a 21st century skill to develop. The learning competencies must be well taught as the basic step prior to research paper writing. However, teacher delivered factual material thru rote memorization is often tedious and boring resulting to low retention of concepts and low MPS. In this pre experimental research, gamification was used as instructional strategy to motivate the students and to increase their academic performance. One hundred thirty two 132 students from 3 intact classes of General Academic Strand GAS and 97 students from 2 intact classes of Technical Vocational and Livelihood TVL were used as the subject of the games while convenience sampling was used to select the students to give feedbacks about the strategy. Pretest posttests questions were validated by three research experts while perception questionnaire was adopted from Alfabeto 2010 to gather the students’ feedback about the strategy. Pretest was administered at the onset of 2nd grading period and 3 weeks after, the posttest was administered. Results revealed that pretest MPS of both GAS and TVL did not meet expectations with 41.54 and 38.54 respectively while after the treatment, the posttest MPS revealed outstanding with 90.69 for GAS and very satisfactory for TVL with MPS of 85.45 . T test revealed that there were significant increase in the MPS of both GAS and TVL with a p value of 0.00. Meanwhile, GAS and TVL students found gamification as very much appealing and acceptable that made the lesson easy to understand and playful activities were very much interesting resulting to active participation. TVL students found it as very much meaningful and relevant to their real life while GAS found it much relevant and provides meaningful learning. The project’s implication is of two fold first conduct seminar workshop to develop research modules incorporating games as instructional strategy. Second incorporate games in teaching research learning competencies. Jennyvi H. Papellero "Gamification as an Instructional Strategy in Motivating and Improving the Academic Performance of Students in Practical Research 2" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-5 , August 2021, URL: https://www.ijtsrd.com/papers/ijtsrd43737.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/43737/gamification-as-an-instructional-strategy-in-motivating-and-improving-the-academic-performance-of-students-in-practical-research-2/jennyvi-h-papellero
International Journal of Trend in Scientific Research and Development (IJTSRD)
Volume 5 Issue 5, July-August 2021 Available Online: www.ijtsrd.com e-ISSN: 2456 – 6470
@ IJTSRD | Unique Paper ID – IJTSRD43737 | Volume – 5 | Issue – 5 | Jul-Aug 2021
Page 418
Gamification as an Instructional Strategy in Motivating
and Improving the Academic Performance
of Students in Practical Research 2
Jennyvi H. Papellero
Master Teacher/Research Coordinator, Agusan Del Sur National High School, Agusan Del Sur, Philippines
ABSTRACT
Research is a 21st century skill to develop. The learning competencies
must be well taught as the basic step prior to research paper writing.
However, teacher-delivered factual material thru rote memorization
is often tedious and boring resulting to low retention of concepts and
low MPS. In this pre-experimental research, gamification was used as
instructional strategy to motivate the students and to increase their
academic performance. One hundred thirty two (132) students from 3
intact classes of General Academic Strand (GAS) and 97 students
from 2 intact classes of Technical Vocational and Livelihood (TVL)
were used as the subject of the games while convenience sampling
was used to select the students to give feedbacks about the strategy.
Pretest-posttests questions were validated by three research experts
while perception questionnaire was adopted from Alfabeto (2010) to
gather the students’ feedback about the strategy. Pretest was
administered at the onset of 2nd grading period and 3 weeks after, the
posttest was administered. Results revealed that pretest MPS of both
GAS and TVL did not meet expectations with 41.54% and 38.54%
respectively while after the treatment, the posttest MPS revealed
outstanding with 90.69% for GAS and very satisfactory for TVL with
MPS of 85.45%. T-test revealed that there were significant increase
in the MPS of both GAS and TVL with a p-value of 0.00.
Meanwhile, GAS and TVL students found gamification as very much
appealing and