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This study is supported by the theory of DR Sanchez, M Langer, R Kaur (2020) which it
indicates that the researchers constructed the strategy for comprehending gamified quizzes in an
academic environment through using theory of gamified learning, this could be a benefit for the
students that are having a hard time especially in learning. Through the uses of gamified online
quizzes, it would demonstrate a better learning and can fully support the students to achieved the
gamification significantly. Provided these findings, the researchers strongly encourage further
investigations through into novelty impacts of gamification, as well as research into personal
characteristics that might also mitigate the negative consequences of game - based learning.
Gamification methods enhancing the educational student learning that performed better on any
other tests.
CITE: Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the
impact of gamified quizzes on student learning. Computers & Education, 144, 103666.
This study states that since Pandemic, The educational became hybrid for all students
which it makes it difficult to learn and study comparing the students' learning experiences as
F2F vs. Virtual which is in the hybrid setting. Through the explanation of this study that would
help the other students for their significant knowledge regarding flexibility in education as it
gives students the choice where to attend the course and also the most challenging is on one to
teach in and to learn. This study aims to by having a quizzes that can motivate the students to
have lifelong learning and to development in constant, with the help of the quizzes for
enhancing academic performance. This study is supported by the theory Raes, A, Vanneste P,
CONCEPTUAL FRAMEWORK
The main idea of this research is to look at the factors that influence “Quizzical Brain
Tease: Assessing the Efficacy of a Quiz Application in Enhancing Academic Performance and
Knowledge Retention among Senior High School Students at STI College Calamba”.
Figure 1; In this Diagram, it shows the relationship of the input variables together which
it indicates the Independent Variable and the Dependent Variable. It process its Design/UI,
Content, Usability, Accessibility. And the output contains the analysis of the student-related
d. Accessibilty platform
Figure 1. A conceptual diagram shows the perception of students’ “Quizzical Brain Tease: