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Abstract
Effectiveness of Game-Based Activities
Enhancing Student’s Academic Performance in TLE
As educators, they aimed that every lesson they’ve conducted will
eventually productive. And that every student, not only learned it by book
but also in a practical way. It is also indispensable that students find it
enjoying while learning as it increases their interest in doing the lessons
better.
This research aimed to assess the effectiveness of game-based
activities in enhancing the student’s academic performance towards
learning in Technology and Livelihood Education (TLE) in Gibacungan
National High School in terms of students’ motivation, students’ attitude,
students’ cognitive development, game interface and students’ expectation.
The participants of the study were the Grade 8 Newton students of
Gibacungan National High School. The study utilized Action Research, and
the statistical tools used for the treatment of data are percentage, mean and
standard deviation through the integration of IBM SPSS statistics. The result
of the study revealed that there is a significant difference on the result of the
test if educators will be integrating game-based activity over just merely
using the traditional way. Thus, the result finds the game-based activity
effective in the academic performance of the students. Results show that
features of the games makings learning more engaging, exciting, and full of
fun and thrill for the participants. Levels of interest towards the use of
game-based learning is highly influenced by students' motivation, students'
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attitude, students' cognitive development, game interface, and students'
expectation. Based on the results, it is recommended that game-based
activities lesson be formally part of the Department of Education curriculum
and trainings and seminars be conducted to orient teachers in this
classroom intervention.
Effectiveness of Game-Based Activities
Enhancing Student’s Academic Performance in TLE
By:
A project submitted in
partial fulfillment of the
requirements for the
degree of
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December 2024
TABLE OF CONTENTS
Abstract
----------------------------------- 1
Title Page -----------------------------------
2
Table of Contents -----------------------------------
3
I. The Problem -----------------------------------
4
Purpose of the Study -----------------------------------
7
Definition of Terms
----------------------------------- 7
Research Question
----------------------------------- 8
II. Literature Review -----------------------------------
8
III. Methodology -----------------------------------
14
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Traditional Test
-----------------------------------14
Game-Based Activity Test -----------------------------------
15
Kahoot -----------------------------------
15
Quizlet Live -----------------------------------
15
Quizziz -----------------------------------
16
IV. Study Results
-----------------------------------17
V. Conclusions -----------------------------------
21
VI. Concerns and Limitations
-----------------------------------23
VII. REFERENCES ----------------------------
-------24
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I. THE PROBLEM
In today’s generation, classroom has been the learning spot of
every students where there are various strategies employed for an
effective learning and game-based learning is one of those. Game-
based learning is a technique in learning where you can actively use
games to improve student learning. In this case, learning comes from
playing the game while promoting critical thinking and problem-
solving skills. It can be achieved through digital or non-digital games
and simulations allowing students to experience the learning in an
empirical manner. Digital gaming, participating in game forums, and
connecting to social networks with embedded games are ordinary
activities of a game-based learning. The popularity of digital devices
and online games and applications has paved the way for Game-based
Learning. Examining these applications and deciding the effectiveness
can be a focal point for education and in the decades to follow. As
teachers transitioned their classrooms to the new online learning
platform, they were confronted with pedagogical issues such as
stimulating students' curiosity, creativity, and critical thinking.
Through integrating game-based learning, teachers can enhance their
educational strategies amidst the global health emergency. Game-
based learning by definition is describe as the integration of games,
may it be electronic or non-electronic, as the main lesson or as
enhancement of a lesson while directing to the desired outcome which
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is to keep learning evolve. (Denham, Mayben, & Boman, 2016). This
kind of strategy brings game-based mechanics and thinking to
normally non-game contexts (Sanchez, & Jouneausion, 2017). When
game-based learning is employed, students compete in a gaming
environment while trying to execute a set of learning tasks
individually or in a group. This game includes but not limited to
Kahoot, Sudoku, or Puzzles which makes the students learn in an
engaging and interactive manner. The clubbing of games with
education not only makes learning fun but also promotes "Learning by
Doing. This means that students were able to learn more when they
engaged themselves into the actual activity. " Furthermore, it
promotes a student-centered environment that develops and nurtures
students' soft skills and well-being in a fun and playful way. Students
engaged in games generally have a significant chance to learn,
practice, and demonstrate understanding of the lesson. Indeed, games
have always been a tool that draws the attention of many people (Sarı,
& Altun, 2016).
The classroom where this study took place is currently having a
situation where TLE majors find it a little bit difficult to connect
themselves to the lesson. Hence, the teachers were trying to integrate
the game-based activities as their learning techniques. Thus, the
proponent of this study is trying to test the Effectiveness of Game-
Based Activities Enhancing Student’s Academic Performance in TLE.
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The sample respondents that is selected for this study are from
the varied population that is smart, dedicated and energetic Grade 8
students belonging to section Newton residing in the mountainous
and refreshing school of Gibacungan National High School
compromising 29 healthy and energetic students. Based on study,
there are 40% of the students are having below the required grade for
honor rule and 60% are meeting in between or above the grade
requirement for honor rule. Therefore, the researcher is trying to seek
for an answer to the following questions:
1. What challenges does the 40% students encounter which made
their grades at a below required grade for honor rule?
2. Is there any game-bases strategy that can be employed as the
remedy for the low grades of the students who belong in the
40% sample?
3. What game-based activities might be advisable to the teachers
that can possible yield a better result?
A neutral and safe assumption that there are tons of game-based
activities that can be employed that can possibly yield a better and
successful result as represented by the student’s performance in the
pre-test and post-test. This study is conducted for the sole purpose of
testing the Effectiveness of Game-Based Activities Enhancing
Student’s Academic Performance in TLE as used by the proponent in
the classroom.
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The sample respondents for this study are distributed according to
their grade level performance and their honor rank in the classroom
and the scoring for the game-based activities are based on a criterion
such,
Time on task: How long it takes a student to complete
a task
Energy consumed: How much energy a student uses to
complete a task
Equipment units used: How many equipment units a
student uses to complete a task
Efficiency: How efficient a student's solution is, based
on the amount of energy used.
The respondents composed of 29 students where proponent has
seen a courage in them to improve their academic performance. The
29 students have been together in on classroom and all throughout
the school year.
Identifying the effective game-based activities is important but
executing the game with the aim of a positive results is equally
important which can yield a positive result in a long run.
Purpose of the Study
This action research aims to determine the Effectiveness of
Game-Based Activities for use in enhancing Student’s Academic
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Performance in TLE of Grade 8 Newton students studying in
Gibacungan National High School. The purpose of doing so is to
ensure an improved and progressive learning for every Grade 8
Newton student in the said school where learning can be used for the
next year’s student who will come and meet the institutional
requirements.
Definition of Terms
In this study, the proponent will be using the term “Efficiency”
which refers to how fast or slow does the game-based activities
improve the learning of the Grade 8 Newton students. When referring
to the subject, the proponent is using the term “varied population”
which is incorporating a number of different students of different
grade scores. The abbreviation of TLE stands for Technical and
Livelihood Education referring to the major subject for every student.
Research Question
1. What game-based activities should be integrated towards the
learning journey of the Grade 8 Newton Students in Gibacungan
National High School?
2. Is the utilization of game-based learning an effective strategy to
increase the academic performance of learners in Technology
and Livelihood Education (TLE) with low grade?
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3. Are these game-based activities can be accomplished without
increasing the consumption time?
4. Which game-based activity when used can yield an improvement
to the student’s academic performance?
II. Literature Review
Game-based learning is designed to meet the equilibrium point
on theoretical content and learning through the use of games. It
allows students to explore rigorous learning environments and
concepts and targeted learning outcomes (Chen et al., 2018); this
is especially effective in the context of the Technical and Livelihood
learning environment as this subject make most of the practical
test where students are actually doing the task to learn (Mozelius
& Hettiarachchi, 2017). Games must be integrated to ensure that
the students can do the cycle again within the game context
without losing their interest to learn. Further, a good educational
game should, during such states of repetition, elicit desirable
behaviors in students; this can be achieved through fostering
certain emotional and cognitive reactions to interactions with and
feedback received from the game (Boctor, 2013). Between games,
a debriefing process and a review of learning outcomes should be
implemented (Mozelius & Hettiarachchi, 2017). Post-game
debriefings allow the teacher to establish a connection between the
game and the real world. It also creates an association between
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occurrences within the game and those of real life, thereby
connecting the students’ understanding of the game to education
(Bundick et al., 2014).
Before integrating game-based learning in the class, the teacher
will try to measure the stock knowledge of the students by allowing
them to answer the pre-test that were used to measure students’
prior knowledge towards the topic. Some of this question will be
repeatedly ask by the teachers in the post-test to measure if the
have really learn from the discussion. The results of the
assessment were used as basis for comparison if there is a
significant difference between pre-test and post-test. After the
class, the participants answered a survey questionnaire to measure
the games' effectiveness towards students' motivation, attitude,
cognitive development, game interface, and expectations (Borbon,
J. 2023). Game-based learning programs should provide students
with the capacity to be involved in their education, and to reflect
on, understand, and apply the acquired knowledge in real life
(Boctor, 2013). The adoption of an adventure approach in
educational games can be effective in this regard. Educational
adventure games are purposefully designed to provide
“edutainment” (a mix of education and entertainment); such games
are generally complex and feature clear demonstrations of
deterministic problems (Bundick et al., 2014). For instance, in
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adventure games, problems are often part of the game, and players
must find solutions to these problems in order to advance in the
game. Thus, players’ in-game decisions can have direct
consequences on the game’s progression, meaning the player is in
control of the game. In adventure games, the puzzles can be
difficult to solve, but it is not difficult to try different possible
solutions (Bundick et al., 2014). Importantly, Boctor (2013) noted
that the learning process associated with adventure games can
improve players’ general ability to identify solutions to problems.
Whether a game qualifies as educational depends on several
aspects. According to Plass et al. (2015), the characteristics of an
educational game are essentially determined by its interactivity
aspects, while others, such as Boctor (2013), provide a more
specific definition, suggesting that dynamic visuals, regulations,
objectives, and interaction features are the defining characteristics
of educational games. Hwang et al. (2016) further argued that
educational computer games are anchored on the aspects of
fantasy, curiosity, challenge, and control. Here, fantasy represents
the scenarios in which the games are set. The fantasy aspect
creates greater interest among students and increases their
learning efficiency (Hwang et al., 2016). Regarding curiosity, along
with the games’ non-deterministic outcomes, the continuous
introduction of new information can sustain students’ interest in
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the game. Regarding challenge, the games should be timed and
played under specific confines. Finally, for control, as in real life,
participants must adhere to certain rules, whether they are the
system rules that define the game world, or procedural rules that
relate to possible actions. In this way, educational games create
second-order reality for participants.
Pho and Dinscore (2015) stated that game-based learning is not
superior to other learning approaches in terms of educational
potential, but that it has a greater potential to enhance motivation
and increase student interest in the subject matter. Contrasting
with this assertion, other researchers have established that
students are better able to retain knowledge learned through
game-based approaches than that encountered through other
learning approaches, but that this is dependent on the domain in
question; interdisciplinary topics that require skills such as critical
thinking, interpersonal communication, and debating are those
that are associated with the greatest game-based learning
advantage (Kucher, 2021).
Games and Collaborative Learning
According to Dichev and Dicheva (2017), collaborative learning
is an established component of the learning process, and the game-
based education approach is the most effective method of ensuring
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collaborative learning among students. Collaborative learning
involves students obtaining knowledge through sharing information
with the class community, and the use of technology in learning is
known to encourage students to be more interactive and less
passive during learning sessions. Game-based learning also
provides a constructivist learning environment in which students
utilize existing skills to solve problems relating to the subject
matter in question; game-based learning can also help students
process and decode essential information for understanding
learning materials. Thus, game-based learning affords students
opportunities and structures to engage more strongly with the
education process. Through game-based learning, students can
exchange information and ideas with each other, and
collaboratively perform simple tasks and solve challenges.
Moreover, Boctor (2013) pointed out that game-based learning
converts teachers into participants in and teachers of the learning
process; this contrasts with the traditional method of imparting a
repository of information to passive students who may often be
uninterested and inattentive.
Games and Growth Mindset
Kühn et al. (2019) suggested that the keys to triumphing in
video games are determination, resourcefulness, and problem-
solving skills. When players begin to play a game, they fully expect
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to make some mistakes and to require perseverance to negotiate
difficult levels, perhaps needing to replay levels repeatedly before
successfully progressing beyond them. This ability to retry levels
creates a sense that there is no such thing as failure in video
games (Schaaf & Mohan, 2016). When comparing this with basic
classroom learning, it is notable that students require the same
kind of resolve to learn how to solve class-based problems.
Determination and tenacity could be considered the foundations of
a progressive mindset, which is based on cognitive flexibility,
problem-solving, and pattern recognition Wu (2015) reported that
most youths play digital and/or non-digital games outside the
classroom. Wu (2015) also reported that almost 94% of teenage
girls and 99% of teenage boys spend an estimated 7–15 hours per
week playing video games. The popularity of such games among
children and youths has led to game-based learning being proposed
as a learning tool for educating young people and developing their
growth mindset (Boctor, 2013). A growth mindset develops when
students who have experienced failure are encouraged to persist
and do better (Dostál, 2015). Students with a growth mindset are,
therefore, willing to attempt a task repeatedly until they achieve
the desired outcome. Such benefits of game-based learning further
incentivize the incorporation of digital and/or non-digital game
elements into classroom learning environments. Unlike studying,
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games are primarily designed to be enjoyable and to encourage
players to continue playing. The principal structure of many games
is based on interchanging disappointment and victory. For this
reason, game-based learning can represent a practical tool for
developing a growth mindset. Games retain students’ interest and
develop their commitment because the activities are fun, which
helps students remain positive even if they are unsuccessful (Rowe
et al., 2011; Taub et al., 2017). Students may not achieve their final
desired objective immediately, but since they can identify the
progress they have made in the game, they are encouraged to try
again in an attempt to improve their performance When
integrating game-based learning in a class, the games must be
structured and employed appropriately; otherwise, they will not
have the anticipated effect. For example, some games might
include calculation aspects but not necessarily be educational (Pho
& Dinscore, 2015). It is the teacher’s responsibility to select
suitable games that feature the correct concepts for their students;
for instance, games employed to help students’ complete
mathematical problems must have sufficient accuracy in terms of
calculation solutions. Moreover, for game-based learning to have
the intended learning impacts, teachers must choose easy-to-follow
and straightforward games (Li, 2017). From the author’s
perspective, the common attitude that, when playing games,
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repeated attempts may be necessary to complete levels implies
that failure in game-based learning is not treated with the same
negativity that accompanies failure in classroom tests. The games
can also impart a belief to students that any challenge can be
accomplished.
III. Methodology
The proponent has selected 3 game-based activities that will
be integrated and be evaluated afterwards. These 3 game-based
activities are; Kahoot, Quizzlet Live, and Quizziz which will be
utilized for 2 weeks in a successive manner. Each game will be
independently conducted to the degree practical in this real
classroom environment. Researchers will instruct the students
about the mechanics of the game as well as the normal teaching
style that includes the working problems. The students are guided
until they will be able to do the task on their own. Prior to the
game, the researcher will be demonstrating each game on how to
do it and if the students are already knowledgeable on the flow of
the game, the teacher can now integrate the game to the actual
lesson. The game’s yield will be identified through the teacher’s
supervision and objective judgement on the score. The researcher
will conduct 2 tests for comparison, the Traditional Test where
students answers the test merely with the use of paper and pen
and the other one is the Game-Based Activity test where there are
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3 game-based activities to be employed. These are Kahoot, Quizlet
Live and Quizziz. These three games will be conducted separately
but on the same questions in random arrangement.
Traditional Test
In the traditional test, researcher will conduct the test after the
discussion like the traditional way of doing so by just dictating the
question twice and allow students to write their answers using their
pens and papers. Right after answering the test, the researcher will
do the checking in a traditional way the “round robin” way. And the
researcher will identify the result by calling the highest to the lowest
scores.
Game-Based Activity Test
Game 1: Kahoot
This is an online game-based learning and trivia platform used
in the class as a bell-ringer that motivates students to get engaged
before the beginning of the class. Students used their gadget to
access the game using the computer-generated game pin. Students
answered the time-bounded questions. After the time allotted for each
item, the teacher acknowledged the top scorers in the game. Students
who played Kahoot in the classroom reported feeling more confident
as well as improved concentration, motivation and understanding of
the content.
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Game 2: Quizlet Live
It is a web-based program designed to help students learn
information through engaging tools and activities. The students will
enter the game code that allows them to join the game. This was used
as a tool for preparing the class for a formative assessment. It was
also used as a drill in the class in order to master the concepts
discussed. Every time the students get the correct answer, he/she
then moves to the next question; otherwise, the student needs to
answer the question again and find the correct answer to move to the
next item. The teacher monitored the progress of the students and
identified who needed some remedial activity
Game 3: Quizziz
It is a game-based learning assessment tool that enhances
student engagement. This was used as a post-assessment tool. The
order of the questions is randomized for each student, so it's not easy
for players to cheat. At the end of the game, the teacher can see what
the student has mastered and know where they can improve. It is a
game of speed and accuracy; this adds excitement to game-based
learning. Using this tool, the teacher monitored the progress of the
students. At the end of the quiz, the teacher graphically identified the
individual items which the student answered correctly or incorrectly.
After the class, the participants answered a survey questionnaire to
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measure the games' effectiveness on students' motivation, attitude,
cognitive development, game interface, and expectations.
Data Collection and Recording
After conduction the tests, the student’s scores for the test will
serve as the data which will be used to evaluate the game-based
activities in enhancing the student’s academic performance in TLE.
Each test will consume a certain period of time and will last for 2
weeks’ time period. On the first day of each unit, a complete test will
be administered. The score of this will be recorded and evaluated
using the percentage mean for the whole class and compared it in
every activity test unit. In the period of 2 weeks, the test will be
administered twice a week which will give a total of 4 data within the
2 weeks’ time. Copies of all assessments were kept to allow for
comparison among content areas as determined by the lesson
designation printed in each section of each assessment. These were
used to determine any changes in performance as related to each
lesson area.
IV. Study Results
In order to compare the two administered tests, the traditional
test and the game-based activity test, it was important to measure the
effectiveness of each test as well as the game-based activity for the
class as a whole. The researcher chose to compare the actual scores
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of the participants from both tests as shown in Figure 1 & 2. The
mean for this set of differences is calculated as well as the percentage
for each of the test.
Figure 1: Traditional vs. Game-Based Activity Test (Kahoot)
Figure 1: Traditi onal vs. Game -Base d Acti vity
Te st ( Kahoot)
110%
90%
70%
50%
30%
10%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
T0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0.
R7 75 7 65 6 55 75 9 85 75 7 65 6 55 75 8 7 9 85 75 7 6 7 75 7 8 7 9 95
A
D
I
T
I
O
N
A
L
T TRADITIONAL TEST KAHOOT
E
S
T
K0. 1 0. 1 1 0. 0. 1 1 0. 0. 0. 0. 1 1 1 1 1 1 0. 0. 0. 0. 1 1 1 0. 1 1
A9 95 85 9 9 95 95 9 9 9 85 9 95
H
O
O
T
Figure 2: Traditional vs. Game-Based Activity Test (Quizlet Live)
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Figu r e 2: Tr a d iti o n a l vs . Ga m e-Ba s ed
A cti vity Tes t (Qu iz let Live)
90%
50%
10%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
T0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0.
R7 75 7 65 6 55 75 9 85 75 7 65 6 55 75 8 7 9 85 75 7 6 7 75 7 8 7 9 95
A
D
I
T
I
O
N
A
L
TRADITIONAL TEST QUIZLET LIVE
T
E
S
T
Q1 0. 0. 1 1 1 0. 0. 0. 1 1 0. 0. 1 0. 0. 0. 0. 0. 1 0. 0. 0. 1 0. 0. 0. 0. 1
U 95 9 95 95 9 95 95 95 9 9 95 95 95 9 85 85 85 9 95
I
Z
L
E
T
L
I
V
E
Figure 3: Traditional vs. Game-Based Activity Test (Quizziz)
Figur e 3: Tr aditi onal vs . Gam e-Bas ed
A cti vity Tes t (Quiz z iz )
90%
50%
10%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
T0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0. 0.
R7 75 7 65 6 55 75 9 85 75 7 65 6 55 75 8 7 9 85 75 7 6 7 75 7 8 7 9 95
A
D
I
T
I
O
N
A
L
TRADITIONAL TEST QUIZZIZ
T
E
S
T
Q0. 0. 0. 1 1 1 0. 0. 0. 1 1 1 0. 0. 1 0. 0. 0. 1 1 1 0. 0. 1 1 0. 1 0. 0.
U9 9 95 95 9 95 95 9 85 9 95 95 95 85 9 9
I
Z
Z
I
Z
23 | P a g e
Report
TRADITIONAL QUIZLET KAHOOT QUIZZIZ
N 29 29 29 29
Mean 94.6552 95.8621 95.3448
Std. Deviation 4.98767 5.18738 4.98767
Note: Data derived from IBM SPSS Statistics
All means of the subject grow with 95% in all Game-Based
Activity units of the study. While the dispersion of the individual score
fell at 5 percentage of the mean. The highest growth in Kahoot Game
is demonstrated in Students 2,4-5,8-9, 14-19, 24-26, 28-29 at a 100%
level. While the lowest is in student 6 & 22 at 85% level. On the other
hand, the highest growth in Quizlet is in Student 1,4-6,10-11,14,20,24
& 29 at a 100% level while the lowest growth is in student 25 & 26 at
85%. Lastly, the highest growth in Quizziz is in student 4-6, 10-12, 15,
19-21, 24-25 & 27 at a 100% level while the lowest growth is in
student 16 & 26 at 85%.
Figure 4: % Growth from Traditional Test vs. Game-Based Activity
Test (KAHOOT)
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KAHOT
50%
45%
45%
40%
40%
35%
35%
30% 30%30% 30% 30%
30%
25%25% 25% 25% 25% 25% 25%
25%
20% 20% 20% 20% 20%
20%
15% 15%15% 15%15%
15%
10% 10% 10%
10%
5%
5%
0%
Figure
1 2 3 4 45 shows
6 7 8 9the percentage
10 11 growth
12 13 14 15 16 17 18 19 20 21of22the
23 24 integrated
25 26 27 28 29 game-
based activity test particularly kahoot as the learning techniques for
the Grade 8 Newton students. The highest growth took place from
student #14 with approximately 45% while the lowest percentage
growth is from student 5. This highly signifies that kahoot as the
learning techniques have been so effective in enhancing the
performance of the students in TLE.
Figure 5: % Growth from Traditional Test vs. Game-Based
Activity Test (QUIZLET LIVE)
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QUIZLET LIVE
50%
45% 45%
45%
40%
40%
35% 35%
35%
30% 30%30% 30%
30%
25% 25%25% 25%
25%
20%20% 20% 20% 20% 20%
20%
15% 15%
15%
10% 10%
10%
5% 5% 5% 5% 5% 5%
5%
0%
1 Figure
2 3 4 5 56 shows
7 8 9 the
10 11 percentage
12 13 14 15 16 17growth of22the
18 19 20 21 23 24integrated
25 26 27 28 29game-
based activity test particularly Quizlet Live as the learning techniques
for the Grade 8 Newton students. The highest growth took place from
student #6 & #14 with approximately 45% while the lowest
percentage growth is from student 8,9,18,26,28 & 29. This highly
signifies that Quizlet as the learning techniques have been so effective
in enhancing the performance of the students in TLE.
Figure 6: % Growth from Traditional Test vs. Game-Based Activity
Test (QUIZZIZ)
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QUIZZIZ
50%
45%
40%
40%
35% 35%35%35% 35%
30% 30% 30% 30%
30%
25% 25% 25% 25% 25%25%
20% 20% 20%
20%
15% 15%
10%
10%
5% 5% 5%
0% 0%
0%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
-5%
-10%
Figure 6 shows the percentage growth of the integrated game-
based activity test particularly quizziz as the learning techniques for
the Grade 8 Newton students. The highest growth took place from
student #6 with approximately 45% while there is a negative
percentage growth from student 29 and no growth for student 28 but
their raw scores for both activities are still in a passing level. This
highly signifies that quizziz as the learning techniques have been so
effective to enhance the performance of the students in TLE.
V. Conclusions
It is way subjective to give conclusion as to what effective game-
based activity that would fit to the enhancement of the student’s
academic performance in TLE Subject. However, based on the actual
results of the study, it shows that the 3 proposed game-based activity
conducted by the proponent has been so effective and has a positive
27 | P a g e
impact on the student’s academic performance. This study has been
inspired by the intention to discover the effectiveness of the game-
based activity to the academic performance of the Grade 8 Newton
students in Gibacungan National High School towards their TLE
major. Prior to the conduct of this study, the school is implanting the
traditional way of carrying out their test where students answer the
questions merely by the use of their papers and pen. However, when
the study has been conducted and the game-based activity has been
integrated, the proponent has proven enough that the test result or
the performance of the students has improved when it compares to
the traditional test.
The result of the 3 game-based activity has brought an
exemplary progress to the student’s performance. Kahoot as an online
game-based learning and trivia platform used in the class as a bell-
ringer that motivates students to get engaged before the beginning of
the class has brought 45% maximum increase in the percentage raw
scores of the students in belonging to Grade-8 newton. Quizlet Live as
the web-based program designed to help students learn information
through engaging tools and activities where the students will enter
the game code that allows them to join the game has also brought
45% growth from the test performance of the students from
traditional test. And lastly, Quizziz as a game-based learning
assessment tool that enhances student engagement wherein this was
28 | P a g e
used as a post-assessment tool has also brought a huge impact on the
enhancement of the test results of the Grade 8 Newton students in
Gibacungan National High School with 45% growth in raw scores of
the students as a whole.
The result convinced the researcher that it is way better if a
game-based activity will be integrated as tools in the learning journey
of every student as it gives high probable impact to the learning
engagement of the students and will brought a positive result. It
illuminates that educators might consider diverting their strategy in
teaching as students become highly motivated to the class if ice
breakers are integrated. They have become energetic and enthusiastic
while they are still in the momentum for doing better in class.
VI. Concerns, Limitations and Future Research
This study is conducted in a very limited sample at
approximately 29 samples which is way smaller than the student
population in the whole Tabango secondary schools thus, the
result of this study could not be generally executable over the
other schools. It may work in the school where the study
conducted but it doesn’t give the assurance that it is also
effective when applied to other schools or other class. As part of
the action research nature, it may be constructed or
reconstructed over the period of time in a particular. While
29 | P a g e
trying to widen the scope, it might open new doors of
possibilities for other game-based activity that would be
beneficial to student’s academic performance. The effectiveness
was assessed through conduction several tests which proves
that traditional test is a little bit not engaging compare to the
game-based activity test.
For this study to be more statistically testable and to
discover more activities that will possible enhance the student’s
academic performance not only in TLE but also to other subject,
this study should be considered as a preliminary work, wherein
it is this researcher's belief a need for additional study is
indicated by the findings.
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