Abstract
Productivity and motivation are prevalent factors influencing student success in finishing their tasks. Using the Amazing R.A.C.E. approach, the researchers sought to help the students maintain high motivation and productivity in writing their Research papers. This said technique was anchored to the Gamification approach, where the researchers incorporated various game elements. An explanatory-sequential research design was employed to identify the pre-test, post-test, and the underlying themes related to the experience of the Key informants of the study. The researchers used a purposive sampling technique to select 90 respondents for controlled and Amazing R.A.C.E. groups and 15 key informants divided into three focus group discussions. Using Z-Test, the result revealed a 0.000 Z-value (<0.05 P-value), which implied a significant difference between the post-tests of the groups. Therefore, the researchers reject the null hypothesis. The FGD revealed that "Game Elements" and "Competitiveness" lead to "Motivation", whereas the students emphasize that it leads to a better "Student Outcome". Based on the respondents' feedback, themes such as "Aesthetic" and "Reinforcement" of the approach should be emphasized in the future implementation of the Amazing R.A.C.E. technique.