Research Article

Improving Reading Motivation Through Gamification In High School English 7 Classes

758 reads
Psych Educ Multidisc J, 2025, 37 (8), 808-814, DOI: https://doi.org/10.70838/pemj.370803, ISSN 2822-4353
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Abstract

This study investigates the effectiveness of gamification in enhancing reading motivation and comprehension among Grade 7 students in high school English classes, within the framework of the MATATAG Curriculum. Utilizing a one-group pretest-posttest design, the research analyzed the impact of integrating gamified strategies, particularly using Quizizz, on students' reading performance. The study assessed scores across three competencies: defining biographical and historical approaches, noting historical and biographical data, and relating an author’s background to literary elements. Results revealed significant improvements in all areas, with mean scores increasing from 6.36 to 8.76 (Competency 1), 5.21 to 8.29 (Competency 2), and 4.33 to 7.00 (Competency 3), all with p-values < 0.001. Student feedback, collected through a structured survey, highlighted positive perceptions of gamified learning. Participants noted that gamification reduced boredom, fostered a competitive yet fun environment, and made reading activities more engaging. These findings underscore the potential of gamification to align with curriculum objectives, enhance literacy skills, and support innovative teaching practices in the Philippine educational context. The study recommends the systematic integration of gamified tools like Quizizz into reading instruction to boost student engagement and academic outcomes.

Keywords gamification English Teaching reading motivation Grade 7 quizizz MATATAG Curriculum literacy skill
Author 1

The team behind this paper

1 author, 1 institution.

This paper Banilad National High School Department of Education — Philippines Banilad National High S… 1 author Rhea Kris Torreon — corresponding author RT Rhea Kris Torreon ✉

Readership

759 reads over 18 months.

May 2025 October 2026

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This article is token #5204 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%)
Rhea Kris Torreon 0x80A686…7E2EE9 900,000 (90%)
Content hash 0xe4152fbb3112ea5ad34a2f6cbc7716e3da317ce98c63d85ef0371b3c9349caee

Bibliographic Information

Rhea Kris Torreon (2025). Improving Reading Motivation Through Gamification In High School English 7 Classes, Psychology and Education: A Multidisciplinary Journal, 37(8): 808-814
Bibtex Citation
@article{rhea_kris_torreon2025pemj,
author = {Rhea Kris Torreon},
title = {Improving Reading Motivation Through Gamification In High School English 7 Classes},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2025},
volume = {37},
number = {8},
pages = {808-814},
doi = {10.70838/pemj.370803},
url = {https://scimatic.org/show_manuscript/5204}
}
APA Citation
Torreon, R.K., (2025). Improving Reading Motivation Through Gamification In High School English 7 Classes. Psychology and Education: A Multidisciplinary Journal, 37(8), 808-814. https://doi.org/10.70838/pemj.370803

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