Gamification Approach to Enhance Learning Outcomes in English of Grade IV -Atis of Bagumbayan Elementary, Sta. Cruz District, Division of Laguna S.Y. 2018-2019

Authors

  • Edna Cortez

Keywords:

GAMIFICATION APPROACH, LEARNING OUTCOMES IN ENGLISH

Abstract

INTRODUCTION

In a currently digital generation, English subject needs an intervention that gets pupils attention and engages in various activities to improve their vocabulary and focus on a set of its approaches known as gamification. Motivation and engagement are usually considered to carry out for the completion of a task or encouragement of specific behavior. for transfer of learning... Teachers are facing new challenges and have to solve important issues related to the adaptation of the learning process toe\wards students. The purpose of education is to achieve the learning objectives because all activities in the learning process and selection of appropriate game mechanics should be interactive and engaging to pupils to enhance their learning outcomes. This study is intended to answer the following, 1. What are the roles of the teacher in implementing gamification to improve learners outcomes? 2. What is the percentage level of gamification approach in terms of self-motivation? and learning outcomes? 3. What is the mean level of performance in English of Grade IV-Atis in terms of 3rd Grading Period? 4. What are the gamification approaches that can significantly improve the level of performance of Grade -4 Atis pupils? 5. What roles the pupils can do that can significantly improve the level of performance of the teacher in the approaches of gamification?

 

METHODS

The study will focus on English subject need an intervention that gets pupils attention and engages in various activities to improve their vocabulary and focus on a set of its approaches known as gamification. of Grade -4 Atis of Bagumbayan Elementary School Sta. Cruz, Division of Laguna S.Y. 2018-2019. The research design was descriptive in nature. Questionnaire-checklist was the main research tool. Purposive sampling was used as a sampling technique. Weighted mean and Person's r was utilized as statistical instruments.

 

RESULTS

Pupils attention improved their vocabulary. and focused on a set of its approaches known as gamification that significantly improved the level of performance of Grade -4 Atis of Bagumbayan Elementary School, Sta. Cruz District, Division of Laguna.

On the Level of Performance of Grade -4 Atis in the approaches of Gamification as shown by the result of the Pearson's r. 0.01 hence, the decision was to reject Ho, therefore, there can significantly improve the level of performance of Grade -4 Atis in the approaches of gamification. English vocabulary significantly improved the level of performance of Grade -4 Atis of Bagumbayan Elementary School. On the Level of Performance of Grade -4 Atis in the approaches of Gamification as shown by the result of the Pearson's r 0.01 hence, the decision was to reject Ho, therefore Gamification approaches improved the performance level of Grade -4 Atis of Bagumbayan Elementary School.

 

DISCUSSIONS

The result of the study could help the pupils in terms of change in behavior for the better, Inside classroom learning situation and makes it more challenging for pupils to excel more and achieve learning objectives by influencing the behavior of students.Gamification approach planning, directing and implementation of programs,projects and activities of the school. Through this study, they will improve their behavior to enhance learning outcomes in English on students progress.

Published

2019-01-18