Research Article

Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom

552 reads
Psych Educ Multidisc J, 2024, 22 (3), 357-364, DOI: https://doi.org/10.5281/zenodo.12759337, ISSN 2822-4353
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Abstract

This study explored the gamified experiences of Grade 8 students in MAPEH classroom using game elements of the mobile game, Mobile Legend, Bang! Bang! (MLBB) This study used qualitative research design, and cluster sampling was utilized. 40 students were invited to participate in a semi-structured interview to describe their experiences in the gamified classroom. The interview results were gathered, analyzed, and coded into main themes such as: gamified elements, positive experiences in gamified classroom, negative experiences in gamified classroom and suggestions for improvement. This study proved that the use of gamification in the classroom provided fun and interesting experiences as compared to traditional classroom. The participants mainly have positive experiences in the gamified classroom. They described gamification as motivating, fun, engaging, and interesting. Additionally, the study showed that gamification was effective in increasing motivation and engagement level of the students in the classroom. The study recommended teachers to adopt the game elements of MLBB in other subject areas and grade levels.

Keywords motivation engagement gamification gamified classroom
Authors 2

The team behind this paper

2 authors, 1 institution.

This paper Benjamin B. Esguerra Integrated School Benjamin B. Esguerra In… 2 authors Mark Jason Barzaga — corresponding author MB Mark Jason Barzaga ✉ Rose Ann Venadas RV Rose Ann Venadas

Readership

552 reads over 28 months.

July 2024 October 2026

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This article is token #3257 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%)
Mark Jason Barzaga 0xf6B779…367727 450,000 (45%)
Rose Ann Venadas 0x82779A…eB71c1 450,000 (45%)
Content hash 0xb4fc65f641b16f5bf7372648d8300c082c8185ba14bdb95108d01ae7a94ac5b6

Bibliographic Information

Mark Jason Barzaga, Rose Ann Venadas, (2024). Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom, Psychology and Education: A Multidisciplinary Journal, 22(3): 357-364
Bibtex Citation
@article{mark_jason_barzaga2024pemj,
author = {Mark Jason Barzaga and Rose Ann Venadas},
title = {Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2024},
volume = {22},
number = {3},
pages = {357-364},
doi = {10.5281/zenodo.12759337},
url = {https://scimatic.org/show_manuscript/3257}
}
APA Citation
Barzaga, M.J., Venadas, R.A., (2024). Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom. Psychology and Education: A Multidisciplinary Journal, 22(3), 357-364. https://doi.org/10.5281/zenodo.12759337

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