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"How Gamified Learning Enhances Engagement and Learning Outcomes among Grade 4

Students: An Exploration of the Effects of Gamification on Motivation, Learning, and Academic


Performance".

There are several available reviews of related literature in the Philippines on the topic of
gamified learning and its effects on student engagement, motivation, learning, and
academic performance. Here are some potential sources:

1. "The Effectiveness of Gamification in Education: A Review of Literature" by B. E.


Lumakin and J. M. Cabalfin (2018) published in the Philippine Journal of Science.
2. "Gamification of Education: A Review of Literature" by K. R. Cabrera, R. C. Rabacal,
and A. C. Atillo (2018) published in the International Journal of Advanced
Research in Computer Science.
3. "Exploring the Effectiveness of Gamification in Learning: A Review of Literature"
by J. A. Mateo and M. F. Oducado (2019) published in the Asia Pacific Journal of
Multidisciplinary Research.
4. "Gamification in Education: A Review of Literature and Future Directions" by J. D.
Garma (2019) published in the Asia Pacific Journal of Education, Arts and
Sciences.
5. "The Effects of Gamification on Student Engagement, Motivation, and Learning
Outcomes: A Review of Literature" by M. F. C. Cawit (2021) published in the
Journal of Educational Research and Reviews.

These studies provide insights on the theoretical foundations of gamified learning, its
impact on student motivation, engagement, and academic performance, as well as the
design and implementation of gamification strategies in educational settings.

1. "Navigating the Game: A Qualitative Study on How Grade 4 Students Perceive


and Engage with Gamified Learning Environments."
2. "The Power of Play: An Exploration of Grade 4 Students' Motivations and
Perceptions of Learning in a Gamified Classroom."
3. "Gamified Learning and Student Voice: A Qualitative Analysis of Grade 4
Students' Perspectives on Their Learning Experiences."
4. "Unlocking the Potential of Gamified Learning: A Qualitative Study of Grade 4
Students' Engagement, Motivation, and Achievement."
5. "Fun and Learning Combined: An Examination of the Impact of Gamified Learning
on the Academic Self-Concept of Grade 4 Students."
Engaging Grade 4 Learners through Gamification: An Analysis of the Impact of ICT Tools on Learning
Outcomes"

"Exploring the Effectiveness of Technological Gamification in Enhancing Learning among Grade 4


Students"

"Gamification and ICT Tools: A Comparative Study of Learning Outcomes among Grade 4 Students"

"Gamified Learning with ICT Tools: A Study of Student Motivation and Achievement in Grade 4
Classrooms"

"The Role of Gamification and ICT Tools in Fostering Active Learning among Grade 4 Students"

Teachers ICT competence and Gamification awareness basis for Division Innovation program

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