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Project KKK (Kalinangan sa Kasaysayan at Kultura): Enhancing the Grade 10 Learners’ Knowledge Level in Philippine History and Culture

Ariel Yu
Psychology and Education: A Multidisciplinary Journal · 2025-03-04 · DOI 10.5281/zenodo.14967728
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Token#4592 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xf29ae1e11584353cf0b38686d15f4ed6fd3cc3bade53ab62545bfee9d770d1af · block 12103717
Minted2026-10-02 02:45 UTC
Hash on chain0x83be753a41f510c69f137b21d40547cf8bab46cbae68a923389bc3309b8732d3
SHA-256 of the record0x83be753a41f510c69f137b21d40547cf8bab46cbae68a923389bc3309b8732d3
Article today Matches the anchored record.

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HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Ariel Yu 0xa698AdA2…De46C8 900,000 900,000

The anchored record

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{"abstract":"This research aimed to enhance students’ knowledge of Philippine history and culture through an innovative intervention called Project KKK (Kalinangan sa Kasaysayan at Kultura). Addressing the declining interest in local history, the study sought to make learning more engaging, interactive and at the same time exciting. The problem centered on students’ disengagement with traditional teaching methods, leading to gaps in their understanding of important historical and cultural concepts. The intervention used gamified trivia, informative video clips, and an informational corner to present key historical events and figures in a more dynamic and accessible format. A quasi-experimental quantitative approach was employed, with pre-test and post-test as assessment conducted to measure changes in knowledge retention and to see if the intervention was effective in improving their level of knowledge. The study involved 51 participants, all of whom were part of the researcher’s advisory class since it would be easily accessible to them, which simplifies the implementation of intervention and for quick data collection. The pre-test average score was 18.059, and the post-test score increased to 20.529, a mean difference of 2.47 improvement in knowledge after the intervention. The t-value of 2.009 and p-value of 0.005 confirmed that this increase was significant. The findings suggest that interactive, multimedia-based methods can be effective in improving students’ engagement and retention of historical knowledge. The success of Project KKK demonstrates the potential of using technology and gamification to make history more appealing to learners. This approach could serve as a model for curriculum innovation across various subjects, helping to create a more engaging and effective learning environment in schools.","abstract_source":"original","authors":["Ariel Yu"],"date":"2025-03-04","doi":"10.5281/zenodo.14967728","id":4592,"issue":10,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"6a0f677d8a5ef46706fea6eb14b02d1e9437481ae120611dbf23e4e685beedfe","schema":"scimatic-article/1","title":"Project KKK (Kalinangan sa Kasaysayan at Kultura): Enhancing the Grade 10 Learners’ Knowledge Level in Philippine History and Culture","volume":32}

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