Assessing the Effect of Gamification in Increasing the Mastery Level of Grade 8 Students in Technology and Livelihood Education

Authors

  • Marissa Shirley Rose Castro Mambugan National High School, Siruna Village Mambugan Antipolo City, 1870, Philippines

Keywords:

Gamification, Pre-test, Post-test

Abstract

This study aims to investigate whether the gamification in lesson can help on increasing the mastery level of grade 8 students. Gamification, it refers to the application game design elements to an educational setting where competition, points, badges, and rewards helps enhance students’ engagement and motivation. The main goal is to make learning more engaging and interesting specially for learners with short attention span. The research involved a pre-test at the beginning of the quarter, discussion of the lessons with the use of gamification and post-test at the end of the quarter to collect data if the used of gamification really helps in increasing the mastery level of students. Hence, the data supports the assertion that the use of gamification in TLE 8 lessons has resulted in a significant enhancement in student performance. The significant difference between pre-test and post-test scores indicates that gamification has positively impacted the students' learning outcomes.

References

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Published

2024-07-13

How to Cite

Marissa Shirley Rose Castro. (2024). Assessing the Effect of Gamification in Increasing the Mastery Level of Grade 8 Students in Technology and Livelihood Education. International Journal of Computer (IJC), 51(1), 70–78. Retrieved from https://ijcjournal.org/index.php/InternationalJournalOfComputer/article/view/2244

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Section

Articles