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THEORETICAL FRAMEWORK

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,

Pieters M, Windey I, Van Den Noortgate W, & Depaepe F. (2020).


CITE: Raes, A., Vanneste, P., Pieters, M., Windey, I., Van Den Noortgate, W., & Depaepe, F. (2020).
Learning and instruction in the hybrid virtual classroom: An investigation of students’ engagement and the
effect of quizzes. Computers & Education, 143, 103682.

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

factors involved and the extent of the teacher-related factors involved.

INDEPENDENT VARIABLE DEPENDENT VARIABLE

a. Design/UI Perception of the

b. Content respondents towards

c. Usability tutoring application

d. Accessibilty platform

Figure 1. Research Diagram

Figure 1. A conceptual diagram shows the perception of students’ “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” platform in

student related factors.

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