Research Article

Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation

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Psych Educ Multidisc J, 2024, 17 (3), 199-207, doi: 10.5281/zenodo.10672206, ISSN 2822-4353

Abstract

As an essential aspect of education is to achieve academic objectives and enhance academic performance, student motivation is significant. This action research used gamification as a teaching strategy to increase the grade 10 students' academic motivation. The researchers tapped into this form of motivation by tracking the progress of each learner and providing badges for their achievements. The study utilized the researcher-made questionnaire composed of intrinsic and extrinsic motivation, as the instrument for data gathering. Statistical tools are used to analyze the data. The result showed that Grade 10 students had a very large extent of intrinsic and extrinsic motivation after the conduct of gamification. Moreover, the students had a very large extent of overall motivation. Comparing the mean results of the two components of motivation, the students were motivated more intrinsically than extrinsically after the intervention. There is no significant difference in the level of academic motivation of the Grade 10 students before and after the intervention of gamification in social studies class. Overall, these findings strongly support that gamification in education improves student motivation. Thus, gamification as a teaching strategy is highly recommended for use for it could effectively increase students’ academic motivation.

Keywords: academic motivation, academic performance, effectiveness, gamification strategy, academic objectives
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Bibliographic Information

Rene Ellen Benneth Villacarlos, Joseph Anthony Nietes, Reanne Joy Aliligay, Vivian Caspe, Via Dianne Fieldad, Reychel Mae Galindo, Ruthell Moreno, (2024). Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation, Psychology and Education: A Multidisciplinary Journal, 17(3): 199-207
Bibtex Citation
@article{rene_ellen_benneth_villacarlos2024pemj,
author = {Rene Ellen Benneth Villacarlos and Joseph Anthony Nietes and Reanne Joy Aliligay and Vivian Caspe and Via Dianne Fieldad and Reychel Mae Galindo and Ruthell Moreno},
title = {Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2024},
volume = {17},
number = {3},
pages = {199-207},
doi = {10.5281/zenodo.10672206},
url = {https://scimatic.org/show_manuscript/2544}
}
APA Citation
Villacarlos, R.E.B., Nietes, J.A., Aliligay, R.J., Caspe, V., Fieldad, V.D., Galindo, R.M., Moreno, R., (2024). Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation. Psychology and Education: A Multidisciplinary Journal, 17(3), 199-207. https://doi.org/10.5281/zenodo.10672206

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