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Ar - Introduction

The document discusses the lack of student engagement in social studies, highlighting its negative impact on academic performance and motivation. It explores the potential of gamified learning to enhance engagement and participation, while also addressing barriers such as limited resources and training for educators. The study aims to assess the effectiveness of gamification in fostering cognitive, behavioral, and affective engagement among Grade 7 students, aligning with the goal of promoting quality education.

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0% found this document useful (0 votes)
2 views5 pages

Ar - Introduction

The document discusses the lack of student engagement in social studies, highlighting its negative impact on academic performance and motivation. It explores the potential of gamified learning to enhance engagement and participation, while also addressing barriers such as limited resources and training for educators. The study aims to assess the effectiveness of gamification in fostering cognitive, behavioral, and affective engagement among Grade 7 students, aligning with the goal of promoting quality education.

Uploaded by

aken42801
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

INTRODUCTION

Lack of student engagement in social studies (Araling Panlipunan) is

observable among student. According to Bennett and Boesdorfer (2020), the lack of

student engagement negatively affects students' learning outcome. Additionally, many

students perceived social studies as uninteresting and boring subject. As a result,

social studies (Araling Panlipunan) performance in the National Achievement Test

(NAT) has an average score of 74% out of possible 100% competency standard

making it a consistently lowest performing subject at the national level (Aguimlod et

al., 2023). Consequently, low engagement decreases students’ motivation to learn and

affects academic performance (Fuertes et al., 2023).

According to Jaramillo-Mediavilla et al. (2024) who conducted across

universities in Europe and Latin America found that gamified learning increased

student engagement by 34% on average, yet its impact on academic achievement

varied, with only a 12–18% improvement in test performance depending on subject

and design quality. Similarly, Ruiz et al. (2024) argued that many educators apply

“surface-level” gamification such as points, badges, and leaderboards without aligning

these elements to deeper learning objectives, resulting in short-lived motivation. These

inconsistencies are often attributed to the overuse of superficial game elements such

as points and badges without integrating them into meaningful pedagogical goals

(Díaz, 2024).

Sabornido (2022) in a Southeast Asian context, noted that 64% of educators

cited lack of training and time as major barriers to effective gamification, while 52%
mentioned limited access to devices and internet as hindrances to implementation. In

the Philippines, recent studies confirmed gamified learning increases student

participation and enjoyment but faces barriers like limited teacher training, insufficient

technological resources, and lack of institutional support for design implementation

(Casia, 2024; Bato, 2024).

Motivation and engagement increase when game elements are used, as shown

by Lampropoulos and Sidiropoulos (2024), while preference and ease of use also

enhance learner satisfaction (Aguilós et al., 2022). Learning effectiveness and

interactivity further support engagement by promoting meaningful understanding and

active participation (Li et al., 2022; Zhang & Li, 2024). Students also exert more time

and effort when activities are enjoyable, supported by Lee and Hao (2015), Huang and

Hew (2018), and Bai et al. (2021). Doubts caused by unclear or difficult tasks lessen

when supportive feedback is given (Nguyen & Balakrishnan, 2020; Englund, 2023).

Expectations and excitement likewise increase involvement, as emphasized by Dichev

et al. (2023) and Pérez-Aranda et al. (2024). Altogether, these Independent Variables

influence the student engagement expressed affectively through motivation and self-

efficacy (Valenzuela-Peñuñuri et al., 2024), behaviorally through participation (Anim-

Wright, 2024), and cognitively through deeper understanding (Mazuin et al., 2020).

Piaget’s (1972) Constructivist Learning Theory explains that learners form

knowledge by actively engaging in meaningful experiences. In line with this idea,

gamified teaching creates interactive and participatory learning settings that increase

students’ motivation and involvement. Studies show that incorporating game elements
such as points, badges, and leaderboards significantly increases students’ cognitive

and behavioral engagement (Smiderle et al., 2020). Similarly, Khaleel et al. (2020)

found that gamified learning activities stimulate curiosity and encourage active

participation, resulting in improved academic performance and sustained attention. On

top of that, Chen and Liang (2022) discovered that gamification positively influences

students’ study engagement through the mediating effects of enjoyment and self-

efficacy, suggesting that game elements can enhance both emotional and cognitive

engagement among learners.

Although gamified learning is increasingly used to make lessons more

engaging, most studies focus on simple quiz-style games that produce only short-term

excitement rather than the deeper, sustained engagement needed in Social Studies

(Dichev & Dicheva, 2020; Zainuddin et al., 2020). There is also limited research on

how gamification functions in real public-school Social Studies classrooms, particularly

among Grade 7 students adjusting to more complex Araling Panlipunan content

(Cortez, 2021). Very few local studies examine the long-term effects of gamified

learning on student motivation, participation, and engagement in this context.

This study is aligned to the United Nations Sustainable Development Goal 4

(Quality Education), which promotes inclusive and equitable access to quality learning

for all students (United Nations, 2023). The integration of gamified learning strategies

in Grade 7 classrooms supports this goal by enhancing student engagement,

motivation, and participation through interactive and rewarding learning experiences.

Moreover, gamified approaches foster essential 21st-century skills such as


collaboration, creativity, and self-directed learning, which are crucial for lifelong

education and innovation (Martí-Parreño et al., 2024).

The study seeks to examine the level of student engagement in terms of

cognitive, behavioral, and affective engagement. It also aims to measure the

effectiveness of gamification learning based on engagement and motivation,

preference and ease of use, learning effectiveness, interactivity, time and effort, doubts

and expectations, and excitement, as well as to assess the relationship between

student engagement and gamified learning. Additionally, the study intends to provide

guidance to educators on the effective use of gamified strategies to create more

dynamic, engaging, and learner-centered classrooms that foster active participation

and support the goals of quality education.


REFERENCES (CHECK ANG CITED AUTHORS KUNG NAA BAY REF)

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