Research Article

Digital Game-Based Learning: A Tool for Enhancing Engagement, Motivation, and Autonomy in Araling Panlipunan of Grade Eight Junior High School Students

1413 reads
Psych Educ Multidisc J, 2025, 45 (8), 1023-1035, DOI: https://doi.org/10.70838/pemj.450809, ISSN 2822-4353
Verified on SciChain · token #6237 of SciMatic Articles (ERC-1155, 1,000,000 tokens)
Contract 0x0E596B4b…F05eF8 · mint transaction · verify the record

Abstract

Gamification served as a pivotal educational strategy by incorporating game mechanics into conventional learning environments, particularly within the framework of Digital Game-Based Learning (DGBL). This study aimed to explore the effectiveness of DGBL in addressing academic challenges faced by students, with a focus on enhancing learning outcomes, engagement, motivation, and autonomy. By situating gamification within the context of Araling Panlipunan, a subject often perceived as content-heavy and challenging, the research sought to determine how game-based approaches could support more meaningful and motivating learning experiences. The study employed a descriptive quasi-experimental design, specifically utilizing a one-group pre-test and post-test model, to assess the impact of DGBL on Grade 8 students at Parañaque National High School – Baclaran. A total of forty (40) students were purposively selected from a population of 428 Grade 8 learners. A teacher-made achievement test was used to gauge baseline knowledge and learning progress, while a structured survey questionnaire measured student motivation, engagement, and perceived autonomy before and after the DGBL intervention. Findings revealed a significant improvement in students' academic performance following the implementation of gamified instruction. Additionally, there was notable growth in learners' engagement levels, intrinsic motivation, and autonomy in navigating the subject matter. The data suggested that DGBL fostered a more interactive and student-centered learning environment, helping students overcome previous difficulties with content retention and comprehension. As a result of these findings, the study proposed the GAME-UP model—a structured framework for the integration of Digital Game-Based Learning in classroom instruction. The model emphasizes the strategic use of game mechanics to enhance student motivation, promote active participation, and improve academic achievement. Overall, the research affirmed the educational potential of gamification, highlighting its value as an innovative tool for improving student learning experiences and outcomes in the 21st-century classroom.

Keywords motivation autonomy digital high school Araling Panlipunan Game-based enhancing engagement
Author 1

The team behind this paper

1 author, 1 institution.

This paper Parañaque National High School Department of Education — Philippines Parañaque National High… 1 author Christine Ann Florese — corresponding author CF Christine Ann Florese ✉

Readership

1,416 reads over 15 months.

August 2025 October 2026

On SciChain

This article is token #6237 of SciMatic Articles (ERC-1155): 1,000,000 tokens, minted once, never more. The chain also stores a fingerprint (SHA-256) of the article's record, so anyone can check that it has not been altered.

HolderWalletTokens
SciMatic 0xc35709…277732 100,000 (10%)
Christine Ann Florese 0xb59F18…4D7C26 900,000 (90%)
Content hash 0x3cd324a0a2183db3fec7fa6b533824f0c0cedb469e0c1c001aacb03a1fc50bef

Bibliographic Information

Christine Ann Florese (2025). Digital Game-Based Learning: A Tool for Enhancing Engagement, Motivation, and Autonomy in Araling Panlipunan of Grade Eight Junior High School Students, Psychology and Education: A Multidisciplinary Journal, 45(8): 1023-1035
Bibtex Citation
@article{christine_ann_florese2025pemj,
author = {Christine Ann Florese},
title = {Digital Game-Based Learning: A Tool for Enhancing Engagement, Motivation, and Autonomy in Araling Panlipunan of Grade Eight Junior High School Students},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2025},
volume = {45},
number = {8},
pages = {1023-1035},
doi = {10.70838/pemj.450809},
url = {https://scimatic.org/index.php/show_manuscript/6237}
}
APA Citation
Florese, C.A., (2025). Digital Game-Based Learning: A Tool for Enhancing Engagement, Motivation, and Autonomy in Araling Panlipunan of Grade Eight Junior High School Students. Psychology and Education: A Multidisciplinary Journal, 45(8), 1023-1035. https://doi.org/10.70838/pemj.450809

Author Information

  • To change your profile photo, login to scimatic.org, go to your profile and change the photo.
  • Provide a face photo, and not full body.
  • It is better to remove the background from your photo. Go to Remove Background and then upload to profile
  • If you are unable to login, go to Reset My Password provide your email registered with the article and get new password.
  • In case of any other problem, contact your editor directly or write to us at info @ scimatic.org