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GAMIFIED INSTRUCTION AND THE LEARNING OUTCOMES AND INTEREST IN SCIENCE

OF GRADE SEVEN STUDENTS

SANTA ISABEL C. MERCADO, LPT, MAED

· Volume IV Issue III

ABSTRACT

DepEd constantly innovates scientific education and introduced distance learning. Transition to face-to-face classes requires the use of SLMs. Researchers examined many SLM aids to make learning fun and responsive to student demands. SLMs are designed for independent learning with minimum teacher intervention, thus the researcher must discover techniques to teach face-to-face. This action research sought to boost science interest and learning anchored to Project RECOMEX. It determined the effectiveness of gamified instruction on the learning outcomes and interest of 124 grade 7 students. It used experimental design where one group underwent the usual instruction while the other group was subjected to gamified instructions for one quarter.

The study found a significant difference in the level of interest of the students under gamified instructions than usual facilitated SLM accomplishment. It also found a significant difference in the level of learning outcome of the students under gamified instructions than usual facilitated SLM accomplishment. Among the key recommendations were the use of game-based learning in science instructions; improve the use of multi-player gaming environments to provide virtual collaboration opportunities and to promote collaborative problem-solving abilities of students; design effective innovative games for science learning using theories; incorporate game-based learning in teacher training programs; conduct SLAC sessions on how to use multiple innovative game-based learning approaches; and provide help and support on the use of the approach for the improvement of student’s performance academically.

Key Words: Gamified Instruction, Bingo, Slide and Dice, Wheel of Knows

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