Professional Documents
Culture Documents
INTRODUCTION
advancing rapidly and continues to bring about new advancements. Introducing this into the
classroom gives teachers a priceless chance to improve student participation and academic
achievement. Through the use of digital platforms, students can work together with peers,
explore creativity through technical features, engage in higher-order thinking skills, take part in
inquiry-based learning, synthesize data from many sources, and create an online social presence.
The majority of math professors have seen that many pupils perform poorly in the subject. Over
the years, studies conducted in classrooms have revealed that mathematics instruction has
consistently been delivered traditionally, with just a small percentage of pupils understanding
and mastering the ideas (Winters, Cerulli, Bjork, & Mor, 2006). Poor math performance has been
uninteresting, and unconnected to their experiences and interests (Goodrum, Hackling, &
Rennie, 2001).
With the use of technology in education, students can learn at their own pace. Students
who require more time can take their time going over the exercises until they fully grasp them,
Regarding the word "student engagement," there are several definitions that have emerged from
numerous studies. The majority of the research on the subject described student involvement as
actions taken by students to further their education, whether they be intellectual or physical
(Dixson, 2015; Mohd et al., 2016; Marx et al., 2016). The learning environment becomes more
student-centered when technology is included in the teaching and learning process, but
instructors are still crucial in guiding students' knowledge, providing support, and making the
required arrangements to guarantee that students are present and meeting their learning
objectives.
Teachers and students view technology integration favorably and believe it enhances
engagement, improves learner satisfaction, and helps students succeed academically. Students'
active engagement in educational activities, particularly those who are shy, directly affects their
interest in and attitude toward a course (Bayat, Kılıçarslan, & Sentürk, 2014). The method
communicate their thoughts and emotions (Uberman, 1998). According to Bozkurt and Durak
(2018), games play a vital role in human culture and society by encouraging motivation and
improve learning, let students use technology more comfortably, help them reach their learning
objectives, and let them work together with teachers and other students. Still, a lot of students
struggle to maintain their motivation, particularly in disciplines like science and other subjects.
Gimkit is an online trivia game that has been very popular in the last few years. Teachers can use
the platform to make dynamic and enjoyable games and quizzes for their pupils. Despite all of
Gimkit's benefits, it is imperative to weigh any potential disadvantages before introducing it into
a learning environment. Given how quickly technology is being used in education, it is critical to
assess how innovative tools like Gimkit affect student learning objectives. We can learn about
how to use game-based learning platforms to improve academic achievement by looking into
Gimkit's efficacy. This is an educational game platform designed to make learning fun and
engaging. It is often used in classrooms to reinforce and assess students' knowledge in various
subjects.
foundational activities are established. Teachers can promote student learning and
accomplishment by using evidence-based practices if they are aware of the possible advantages
of integrating Gimkit at this point. Through an assessment of Gimkit's efficacy in the current
setting, we may customize intervention strategies and pedagogical approaches to improve third-
grade children's academic performance. This game-based assessment adapts to the student's
performance, providing more challenging questions for those who excel and offering additional
Through the use of well-crafted games and related resources, educators can increase the
relevance of their lessons by allowing students to take on various roles, solve issues, make
important decisions, and consider the effects of those decisions. In conclusion, various studies
stated that game-based learning, specifically Gimkit, was the traditional question-and-answer
method. Therefore, Group 2 researchers will conduct an experimental study at Day-as
Elementary School using Gimkit as the intervention or game-based learning strategy to see its
The study focuses on the idea that using instructional technology in the classroom, like
Gimkit, can improve pupils' academic achievement. Its foundation is the idea that students'
dynamic and captivating learning environments. The study is anchored on the Self-determination
Theory of Edward Deci and Richard Ryan; the Cognitive Load Theory of John Sweller; the
Social Learning Theory of Albert Bandura; the theory-driven gamification design model of
Zainuddin et al. (2020); and the Unified Theory of Acceptance and Use of Technology (UTAUT)
Self-Determination Theory
has the potential to increase students' academic performance by enhancing their intrinsic
motivation and engagement through the integration of gamification components such as points,
The Self-Determination Theory (SDT) of Edward Deci and Richard Ryan is a theory of
motivation that has been used in a variety of contexts, including employment, sports, health, and
education. All of us have the natural desire to be healthy, which is greatly impacted by the habits
and lifestyle decisions we make. Motivation, or the energy focused on achieving an objective, is
a major factor in our lifestyle decisions and our capacity to make long-term adjustments when
necessary to preserve our health. We all have three basic psychological demands, as shown
graphically below, according to SDT. The more supportive our social environments—including
the healthcare facilities we visit—are of these psychological demands, the more independent our
motivation is.
provided by self-determination theory (SDT). A formal theory that describes intrinsic and various
explanation of the roles played by intrinsic and extrinsic motivation in individual differences and
cognitive and social development are all articulated by SDT. Perhaps more significantly, SDT
ideas address not only people's well-being and performance quality but also how social and
cultural elements support or impede people's feelings of choice and initiative. It is suggested that
the most voluntary and of the highest caliber forms of motivation and engagement with
activities, such as improved performance, persistence, and creativity, are fostered by conditions
that support the individual's sense of autonomy, competence, and relatedness. Gaming
components are used to encourage desirable behaviors and generate corporate learning outcomes
in the increasingly popular mobile and technical trends of gamification and game-based learning.
Constructivist learning, on which this approach is based, assumes that experiential learning
through social interaction with peers and the environment is necessary (York & deHaan, 2018).
game-like nature may help reduce extraneous cognitive load and facilitate the transfer of
information into students' working memory, leading to better learning outcomes. John Sweller is
In 1988, he published a study in the journal Cognitive Science on the topic. The quantity
of information that working memory can contain at once is referred to as "cognitive load."
According to Sweller, instructional strategies should refrain from packing working memory with
extra tasks that don't directly support learning because it has a certain amount of space. The well-
recognized model of human information processing, which was presented by Richard Atkinson
and Richard Shiffrin in 1968, is the foundation for the Cognitive Load Theory. The three primary
components of the process are described as working memory, long-term memory, and sensory
memory. Since then, many researchers have added to our understanding of this concept, but the
An instructional design approach called the Cognitive Load Approach (CLT) addresses
how the human brain absorbs and retains information. Teachers in the classroom need to
understand how to lower cognitive load because it has a significant impact on student learning.
Fundamentally, we must recognize that each of us has a certain amount of mental storage space
and that once this is consumed; memory and understanding suffer from the detrimental
process. Gimkit's multiplayer features encourage student cooperation, peer rivalry, and reciprocal
learning, which may improve academic performance and promote social learning. People learn
by observing the behaviors and outcomes of others, as per Albert Bandura's Social Learning
Theory.
This method highlights the importance of social effects, modeling, and reinforcement in
the learning process. According to the hypothesis, people learn by seeing the results of other
people's activities. Beyond behavioral theories, which hold that all behaviors are acquired
through conditioning, and cognitive theories, which take into account psychological concepts
People either directly witness behavior through social interactions with others or
indirectly through the media, according to Bandura. Rewarding actions are more likely to be
mimicked, but punishing actions are more likely to be avoided. Bandura's social learning theory
suggests that learning can happen only by watching other people behave, in contrast to other
behavioral learning theories that depend on experience as a source of learning. It asserts that
social behavior is picked up through imitation and observation of others (Fryling et al., 2017).
psychological and educational theories into the design process of gamified experiences. This
approach ensures that the gamification elements align with sound principles of motivation,
learning, and behavior. According to the Gamified Learning Theory, gamification mediates or
modifies learning-related behaviors rather than directly affecting learning. Based on how learners
typically perceive, comprehend, and use information, learner-related behaviors can be somewhat
predicted. Learning inclinations are these various modes of learning. The five pillars of the
gamified learning theory are as follows: According to the first claim, there would be a direct
correlation between the instructional content and the learning that takes place.
There is empirical support for the association, and this has been thoroughly examined and
assessed in the literature (Arthur et al., 2003; Seidel & Shavelson, 2007). The second claim
makes the case that learner attitudes and behaviors have an impact on learning. Paas et al. (2005)
discovered a direct correlation between learning and the effort invested in the process. According
to Zhao and Kuh (2004), learning would be influenced by participation level. In a similar vein, it
was discovered that engagement levels might forecast the learning that the intervention would
produce.
recognized model in the field of information systems and technology adoption. Developed by
Venkatesh et al. in 2003, UTAUT integrates various theories of technology acceptance to provide
a comprehensive framework for understanding the factors influencing individuals' adoption and
use of new technologies. The model identifies key constructs that influence technology
acceptance, and it has been applied in various contexts, including education, business, and
healthcare.
"User Acceptance of Information Technology: Toward a Unified View" by Venkatesh et
al. presents a technology acceptance model known as the unified theory of acceptance and use of
technology (UTAUT). The purpose of UTAUT is to elucidate users' intentions when using an
information system and their actual usage patterns. According to the idea, there are four main
concepts: enabling conditions, performance expectancy, effort expectancy, and social influence.
commerce industry as well as cutting-edge digital technologies like robotics, cloud computing,
big data, and artificial intelligence (Verhoef et al., 2021). Information and communication
happiness, the use of technology in the workplace has redefined intra- and intra-organizational
Companies invest a lot of money in technologies to get these kinds of benefits. Nevertheless,
there is no assurance that ICT implementation will be effective, and there are frequently few
GAME-BASED LEARNING
Self-Determination Theory
TEACHER
GIMKIT GAME
John Sweller
Albert Bandura
LESSON
STUDENT
THE PROBLEM
platform in enhancing the academic performance of students in science. This research study also
explores how Gimkit, a game-based tool, influences student participation, motivation, and
overall engagement during educational activities among the Grade 3 students at Day-as
2. Is there a significant difference between the pre-test and post-test scores of the two groups?
4. What is the relevance of the Gimkit game as an assessment tool to enhance the academic
5. What are the challenges associated with using the Gimkit game to improve student's academic
performance?
Ho: There is no significant difference between the pre-test and post-test scores of the two
groups.
students overall. Wherein, Kinder has 3 sections, Grades three and four have 4 sections while
Grades one, two, five, and six have 5 sections. Grade Three (Section A has 27 students, Section
B has 27 students, Section C has 27 students and Section D has 27 students). The researchers
This study limits its coverage to Grade 3 students at Day-as Elementary School. Its
purpose is to enhance the academic performance of the learners through the Gimkit game. Also
explores how Gimkit a game-based tool influences student participation, motivation, and overall
engagement during educational activities among Grade three students. Each of the subjects is
The result of the study shall provide a great contribution to Enhancing the Academic
Performance among selected Grade 3 students at Day-as Elementary School. The study's results
serve as a foundation for additional research on the same subject because they provide more
details on the preferences of the pupils. The major findings of this study may be extremely
Department of Education. This study will provide information and insights for the future
improvement of the school's existing programs and guidelines on the implementation of the
curriculum. This can help the Department of Education in resource allocation can be informed by
assessing policies and practices to make sure they are improving student outcomes. And, in
utilizing the chances to boost productivity and providing funds for the teaching methods that
School. This study will provide valuable insights that the impact of integrating game-
based learning through Gimkit games into the curriculum can be an effective strategy to enhance
students' academic performance and make learning more engaging. This study will help schools
to ensure that they have the necessary infrastructure and technology to support game-based
learning. This includes access to devices like computers or tablets and a reliable internet
connection. Also, implement a system to monitor students' progress and assess the effectiveness
of game-based learning. This could involve using analytics within the games, conducting regular
Teachers. This study will also help teachers to get pupils' attention inside the classroom
and enhance their thinking skills. Teachers should seamlessly integrate game-based learning
activities into lesson plans to reinforce and complement traditional teaching methods. Also, to
enhance students' digital literacy skills by integrating game-based learning that requires
Parents. This study will help parents understand the game-based learning "GIMKIT" on
pupils' new ways of improving learning styles and skills to gain knowledge. That they should be
involved in selecting and monitoring the content of educational games to ensure they align with
educational goals and are age-appropriate. Through this study, parents can create a supportive
home environment that enhances students' academic performance through game-based learning
study that focuses on game-based learning. This can help to expand the existing knowledge and
Definition of Terms
For a better understanding of this study, the following terms are technically and
indicator of how well the educational process is working and how well each student is
progressing individually. It is frequently used to pinpoint areas of strength and weakness, offer
suggestions for development, and influence choices about prospects and educational paths.
Academic success is a broad term that includes many facets of a student's educational experience
and accomplishments, extending beyond grades. In the study, this is the main focus to test if the
Gimkit game will enhance the academic performance of the students and influence student
involve quizzes for their pupils. Gimkit is made to make study fun and participatory, akin to
playing a game. This is the primary tool that will be used in the study to enhance the student's
academic performance.
Enhancement. Is used to describe the process of making anything better, more useful, or
effective by enhancing or supplementing it. The phrase can be used in a variety of settings, and
its definition can change based on the particular field or application. In the context of education,
"enhancement" can refer to tactics or initiatives meant to raise standards of instruction, raise
student achievement, or improve the educational process as a whole. This could involve creating
new educational materials, integrating technology, or putting innovative teaching techniques into
practice. In this study, this is the term that the researcher needs to test.
knowledge, abilities, or other characteristics through the use of games or aspects like games.
Exams and quizzes are traditional means of assessment; game-based assessments, on the other
hand, use the dynamic and captivating character of games to gauge an individual's performance.
These tests are frequently made to be more entertaining, engaging, and representative of actual
situations.
if the Gimkit game can help Grade 3 students improve their academic performance.
Pre-Test. An assessment or evaluation that is given before a specific intervention, course,
training, or learning opportunity is called a pre-test. Pre-tests are used to gauge a person's
particular learning or training activity. To ascertain the efficacy of the intervention and the degree
of change or improvement, the findings of a pre-test are frequently compared with those of a
post-test, which is administered following the intervention. In this study, this is the test used to
to assess pupils' knowledge, abilities, and comprehension. These tests are frequently conducted
using standardized formats and have been in use for a long time. Conventional assessments are
defined by preset grading criteria and usually emphasize objective measurement. In the study, it
will be used to compare to the game-based assessment, to test if there is a significant difference
Chapter 2
This chapter presents the related literature and related studies to fully understand this
research. There have been several studies conducted on enhancing the academic performances of
and overall engagement during educational activities. In the use of interactive and innovative
tools, several studies have been carried out on learning outcomes for grade 3 students. Several
challenges and opportunities associated with this approach to learning were identified in these
studies.
Related Literature
classroom instruction to enhance learning experiences and outcomes. Serious games and game-
based learning are two other ideas that are strongly connected to gamification. The use and
experience of mobile learning have significantly advanced in the last few years due to
advancements ushered in a new learning approach known as "mobile learning," which makes use
information, and services (Kim and Park, 2019). According to Qian and Clark (2016), game-
based learning is the process of achieving predetermined learning objectives through gameplay
and material while also incorporating challenges and problem-solving areas that provide players
who are also learners with a sense of accomplishment. The goal of game-based learning is to
human engagement, particularly evident in its application within education, where sustaining
student interest poses an enduring challenge. Despite an increase in research efforts, the
synthesized knowledge remains somewhat limited, with our survey of literature encompassing
128 empirical research papers on gamification in education. The prevalent use of affordances
Consequently, future research should emphasize altering affordances and goals within
factors. The shift towards digital learning in the 21st century has spurred the adoption of agile,
engagement. The evolution of tools like Gimkit underscores the dynamic exchange between
technological innovators and educators, shaping engaging and enlightening learning experiences.
Games have long served as educational tools, and the increasing popularity of
gamification and game-based learning in educational settings stems from their potential to
enhance student engagement and concentration. This study seeks to map trends in game-based
learning (GBL) and gamification within vocational education and training (VET). Through a
systematic literature review, seventeen studies were selected, revealing a growing research
interest in Asia since 2020, with a focus on engineering and healthcare programs in universities
and vocational schools. Digital learning platforms and simulation technology emerged as
game elements, educators can create more interactive and immersive learning experiences,
fostering both knowledge acquisition and enjoyable experiences for students. Gamification,
defined as the integration of game-like elements into various contexts to stimulate experiences
akin to games, has garnered significant attention, especially in educational settings. With its roots
in shared psychological theories between game design and learning, gamification in education
has a rich history. As technology evolves, gamification offers increasingly digitalized and
engaging educational experiences. The term "gamification" has gained prominence over previous
descriptors like "serious games" or "game-based learning," reflecting its broader scope and
varied approaches within educational contexts. (Landers, 2014; Seaborn & Fels, 2015;
Deterding, 2014). Instead of concluding terminology differences, we have seen all of these
different techniques as examples of how education and learning have been gamified in the
current study. The most prevalent contexts for gamification, according to evaluations of the
literature, are those of education and learning. We examine the application of gamification in the
education field, including the kinds of motivational affordances used, the intended psychological
and behavioral effects of gamification, and the types of findings that have been documented in
the studies.
In the present era, technology is advancing swiftly, fostering accelerated change and
progress. Those aspiring to innovate must adapt swiftly. There has been a worldwide upsurge in
reliance on technology, particularly the Internet, leading to cost savings, increased convenience,
artificial intelligence, and smart robotics are hastening global transformation at an unprecedented
rate, poised to reshape the nature of employment. This viewpoint is supported by the Economic
Planning Unit (2014) and Omar et al. (2022). Examination of various National Classification of
Occupations (NCO) data reveals the emergence of 54 new job titles out of 2,945 (1.8%), with
differing proportions across different countries and periods, highlighting the growing demand for
heightened skills and competencies, especially in professional, technical, and associate
professional sectors. To adequately equip current and future workers for the shift towards high-
skilled employment, educational systems at all levels, particularly vocational education and
training, must adapt to the evolving technological landscape. However, as noted by Ra et al.
(2019), existing educational frameworks often lag in meeting the evolving skills requirements.
Many technical developments in the educational field have occurred in recent years.
Arena, enabling the creation of efficient teaching and learning models that can meet the demands
2020; Yunos et al., 2017; Zabolotska et al., 2021). The shift in education toward a digital-first
world was challenging educational institutions even before the epidemic. The digital transition is
the fusion of pedagogical and digital technologies to produce digital didactics, digital educational
materials, and other innovative pedagogical approaches to boost psychological needs toward
motivation (Chiu & Lim, 2020; Reeve, 2018), promoting inclusivity, enhancing feedback
practices, quickening and deepening learners' comprehension of a subject, and making education
more equitable. more learner-centered activities (Zabolotska et al., 2021; Shagataeva et al.,
2021).
Drawing on data from seven Horizon Reports spanning from 2011 to 2017, Dubé and
Wen (2022) identified seven clusters of technological forecasts for prevalent educational
technologies from 2011 to 2021. These technologies encompass artificial intelligence (AI),
maker technology, games, and simulation technology, among others. The report predicts that
mobile technology will emerge as the predominant educational technology in the foreseeable
future, starting from 2011. Additionally, it anticipates that game developers and maker
technology will influence education between 2012 and 2016, as well as between 2015 and 2018.
Analytics technology, along with innovations such as virtual reality (VR) and artificial
intelligence (AI), is projected to maintain its growth trajectory and impact on education.
To delve deeper into the current trends and patterns in educational gamification and
Game-Based Learning (GBL) for vocational education, this study will conduct a systematic
instances of gamification within education and learning, which emerges as a prevalent context
based on literature evaluations. Our examination delves into the application of gamification in
education, encompassing the motivational affordances employed, the intended psychological and
behavioral impacts, and the documented findings across studies. The rapid advancement of
technology in recent times has hastened change and advancement, notably highlighted by the
growing dependence on technologies such as the Internet worldwide. This shift in technology has
connectivity. Emerging technologies like blockchain, artificial intelligence, and smart robotics
employment.
and training, to effectively prepare present and future workers for high-skilled employment.
However, existing educational systems may be insufficient to meet the evolving demands for
skills, as noted by Ra et al. (2019).In recent years, significant advancements have occurred in
educational technology, providing arenas for the creation of efficient teaching and learning
models to meet future job requirements. The transition towards a digital-first education landscape
predates the pandemic, merging pedagogical approaches with digital technologies to enhance
have been identified, including artificial intelligence, maker technology, games, simulation
technology, analytics technology, virtual reality, and others. Mobile technology is anticipated to
dominate educational technology, while analytics technology, along with VR and AI, will
continue to rise in prominence. To better understand current trends and patterns in educational
gamification and game-based learning for vocational education, this study will conduct a
systematic literature review and identify successful projects for future replication.
Research suggests that integrating technology into elementary education can positively
impact student learning outcomes (Bauer & Kenton, 2005). Interactive platforms like Gimkit
provide opportunities for personalized learning experiences, immediate feedback, and skill
reinforcement, which are particularly beneficial for younger learners like Grade 3 students.
Gimkit, a gamified quiz platform, is one of these tools that have drawn interest due to its ability
to increase student engagement and academic success. According to Deterding et al. (2011),
gamification—the use of game design features outside of games—has the potential to improve
like Gimkit, which incorporate components like points, levels, and awards, motivate students to
Active learning strategies, such as retrieval practice, have been shown to enhance long-
term retention of information and improve academic performance (Roediger & Karpicke, 2006).
Gimkit's quiz-based format encourages students to actively recall and apply knowledge
dynamically and interactively, fostering deeper learning and skill development. Gimkit offers
features that enable teachers to customize quizzes based on student needs and preferences,
supporting personalized learning experiences (Hwang & Wu, 2014). By tailoring content to
individual learning goals and providing adaptive feedback, Gimkit facilitates differentiated
instruction, catering to the diverse needs and abilities of Grade 3 students. Anecdotal evidence
and case studies highlight the positive impact of Gimkit on student engagement and motivation
in the classroom (Bender, 2020). Teachers report increased participation, enthusiasm for learning,
and collaboration among students when using Gimkit as a supplementary instructional tool,
Gimkit Game
Teachers and students will both enjoy GimKit's gamified atmosphere. Thanks to its
innovative technology, students can collaborate to earn the most money while their coursework is
instantly graded. The game is simple to use and comes with five kits that are always accessible in
the free version. The GimKit program has a ton of functionality and is also incredibly user-
friendly. While the subscription version has more extensive features, teachers can construct
lessons and tests using the free version. Even question sets from other platforms, like a
spreadsheet, can be imported by it. Teachers can choose from a variety of settings to personalize
GimKit is a fantastic educational tool. Students can work with other students and develop
a "Kit" (quiz) in minutes because of its user-friendly interface. Teachers who log onto their
accounts can also access the quizzes. The questions are meant to aid students in understanding
and mastering ideas, but personal information is not necessary. The GimKit's cooperative
GimKit is simple and convenient to use. Students can input their area code, country, and
birthdate to take part in a tournament. It can also be utilized as a game show in the classroom.
Through the game, students can answer multiple-choice questions to compete for cash prizes. It
can be applied as a tool for evaluation as well. It's a great tool for instructors because it's simple
to construct and grade. The quiz is automatically scored after a student finishes it, and the teacher
can utilize the results to assess student learning. Gimkit is an educational tool that simulates
interactive quizzes for pupils. Correct answers to questions can earn users money. Through the
system, teachers and students can get paid for providing answers to multiple-choice questions.
They can also utilize a third-party application or copy and alter quizzes from a gallery.
Collaborating with students and teachers is another feature of the game. Additionally, the
The reviewed literature suggests that Gimkit holds promise as an effective tool for
leveraging gamification, technology integration, and active learning strategies, Gimkit offers
opportunities for personalized, engaging, and interactive learning experiences that can positively
impact student outcomes. Further research specifically examining the implementation and
outcomes of Gimkit in Grade 3 classrooms would provide valuable insights into its effectiveness
Related Studies
Foreign
One study by Avşar, Ozan, and Aydin (2023) "The effect of reinforcement using the
Gimkit game on learning the subject in nursing students". The purpose of this study was to assess
the impact of reinforcement on nursing students' accomplishment exam results utilizing the
One of the key elements influencing transformation in health systems is the development
of information and communication technologies. The quick advancement of technology has had
a big impact on nursing education curricula as well (Risling, 2017). Nursing education must
adapt to the changing needs of the nursing profession by updating its learning methodologies to
better equip nursing students for the health issues of today (Jallad and Işık, 2021, Bodur and
Kaya, 2017).
This study looked at how nursing students' topic learning was affected by reinforcement
through the use of the Gimkit game. It was found that there was no statistically significant
difference between the groups and that the students' pre-test achievement mean scores were
comparable. Furthermore, low pre-test success scores are evident, which makes sense given that
The study's findings showed that the Gimkit game, which incorporates technology into
instruction, is advantageous for students' active learning. Regretfully, in nursing education today,
passive learning techniques are favored over active learning approaches. Nursing education
should be developed by age given that nursing students' learning methods will change as the
generations shift. The study found that using the Gimkit game instead of the conventional
game-based learning as a strategy for enhancing the academic performance of students. They use
accomplishment exam results utilizing the Gimkit game and question-and-answer format. same
with our study. However, the current study will also use the same game-based tool to enhance the
academic performance of students in Science subjects. This research study also explores how
Gimkit a game-based tool influences student participation, motivation, and overall engagement
Another study by Saari and Varjonen (2021) "Digital Games and Second Language
Acquisition: The Effect of Gimkit! and Kahoot! on Upper Secondary School Students'
Vocabulary Acquisition and Motivation". This study set out to investigate how digital games
affect second language acquisition. They were curious to learn how the online games Gimkit!
Also, Kahoot! Impact the motivation and L2 vocabulary learning of upper secondary school
students. The study's relevance in this sector stemmed from its comparison of two digital games.
While the relationship between digital games and second language acquisition has been
extensively researched, evaluating the effects of two distinct games is less typical. Their research
sheds light on the characteristics of the games that encourage motivation and how they impact
vocabulary learning in language learners. This research can assist language instructors in
selecting the ideal digital game for their needs and provides insight into the characteristics of
games, enabling them to identify the precise elements that boost student enthusiasm to learn.
They addressed three research issues on the usage of digital games in an L2 classroom at the
Gimkit, too! examines the development of vocabulary in second languages and the impact of
games on learning motivation. Finding out if educational games improve vocabulary acquisition
and in-game elements that encourage learning motivation was the goal. 49 first-year Finnish
upper secondary school students participated in the study. The participants were split into two
The first experimental group used Gimkit! In the course of their two 15-minute therapy
sessions, experimental group 2 played Kahoot! It made sense for the participants to learn the
target words because both of the digital games included vocabulary items that were offered in the
student's course book. Both the influence of motivation and the acquisition of vocabulary items
in the target language were examined statistically. Using pre-, post-, and delayed posttests, the
impact of playing digital games on vocabulary acquisition was first determined. The acquisition
of 25 words from the target language was tested by vocabulary tests. Second, pre-and post-
Using the motivation questionnaires, we examined the impact of in-game elements like
competitiveness and game style on learning motivation. The study's findings demonstrated the
value of both digital games in aiding the development of vocabulary in a second language.
Furthermore, the participants found using digital games in the classroom to be a fun activity, and
the game's progress pace and game mode had a significant impact on learning motivation. To
find out precisely what components and aspects of a game help players acquire vocabulary, more
The results of the study provide credence to the idea that teaching pupils languages
through digital games can increase their vocabulary. The two main components that promote
motivation are the type of game and whether or not there is a time constraint. According to this
study, computer games can be helpful tools for learning a language throughout formal education.
More research is needed to understand even more about the particular elements of games that aid
also required. Further research might focus on studying Finnish language learners who do not
speak English. Future studies should modify the target language but also include a control group.
Another study by Partovi and Razavi (2019) "The effect of game-based learning on
academic achievement motivation of elementary school students". The current study was carried
out to find out how well game-based learning affected the motivation for achievement of
elementary school students. Elementary school pupils' motivation for academic accomplishment
approach. It was survey research about the executive approach and semi-experimental research
about the analytical methodologies. There is an uneven sample size design in the research. The
necessary data for this study were gathered by a field approach, and the standard quality
Even though computer games can be dangerous to children, they can also be beneficial to
their health if played by those in suitable age groups and organized environments, which can
promote growth and intellectual accomplishment. Because of the influence of technology, our
nation's current society wonders if playing these games in a more structured, scientifically
educational way while maintaining the allure of other games will have an impact on elementary
school students' drive for academic success. As stated above, the primary question this study
aims to answer is: How do computer games impact elementary school students' motivation for
academic achievement?
The purpose of the current study was to look into how elementary school students'
motivation for academic achievement was affected by game-based learning. The results showed
that, compared to students trained using the conventional method, students who played
instructional computer games significantly improved their academic achievement and attitude
toward learning science, P < 0/001. This suggests that students benefit from the appropriate
Local
the title of one study by Tinambunan and Orongan (2023). Game-based learning is the process of
achieving learning objectives using games. This study examined the effects of game-based
High School in Valencia City, Bukidnon. It employed a quasi-experimental study design in which
two groups were given access to learning that was both game-based and non-game-based.
Academic and non-academic assessment instruments were used. The statistical techniques
applied were descriptive statistics and analysis of covariance (ANCOVA). The results of the
study showed that students exposed to GBL scores were "satisfactory," whereas non-GBL
students obtained a "did not meet expectation" result, indicating that after the intervention,
academic success had improved. The student's academic performance and motivation differed
noticeably between the groups, with the aggregate means for both groups being "moderately
motivated."
The study's results led to the following conclusions: utilitarian value had the highest
mean for GBL, self-concept had the lowest mean in both groups, and intrinsic worth had the
highest mean for non-GBL. After the intervention, the student's non-GBL academic performance
was still defined as "DNME." Students' desire for scientific learning for both groups under non-
GBL and GBL learning is "moderately motivated." Thanks to GBL, students' academic
students outperformed the non-GBL control group. The study found that GBL and non-GBL
students had different motivations for science. Thus, the null hypothesis is refuted. The children's
academic performance showed a statistically significant difference between the two groups,
proving that GBL enhanced and positively impacted the student's academic performance and
disproving the null hypothesis. Consequently, academic performance improved and students'
motivation levels skyrocketed when GBL was implemented instead of typical classroom
education.
One more study by Salas et al. Al (2023) "Enhancing Grade 3 Students' Multiplication
Skills at Subabasbas Elementary School Using the Kahoot Game" Math is one of the subjects
taught in elementary schools, and kids think it's hard and uninteresting. The researchers integrate
the Kahoot game as a remedy for these problems. This study evaluated how successfully the
Kahoot game enhanced the multiplication skills of grade 3 pupils at Subabasbas Elementary
School during the 2022–2023 academic year using a quasi-experimental methodology. The
researchers' responses were the thirty-one third-graders who were divided into the experimental
and control groups. A printed questionnaire is provided for the respondents to fill out. The
findings demonstrated that the pre-and post-test scores of the two groups differ significantly.
Students that play the Kahoot game improve their math skills. Researchers also found that
students were more willing to participate when the Kahoot game was played in class. The
researchers offer suggestions for improving and enhancing the study's effectiveness based on the
research findings. For instance, they recommend that teachers assist kids in practicing using the
tab and that they have access to a tablet with a strong internet connection.
enhanced by playing the Kahoot game. However, since the scores of the two groups are just
marginally different, it doesn't mean that the controlled group doesn't help the students' scores.
because the Kahoot game and the conventional teaching method were utilized as interventions by
both groups. However, when the Kahoot game was employed, the researchers discovered that
pupils were more eager to participate in class. Siemens' (2005) Connectivism Theory, which
acknowledges technology as a significant role in learning and holds that we always have options
about how we learn, provided support for the current investigation. The instructor helps the
students draw connections between what they already know and what they learn, whether
through traditional teaching techniques or game-based learning tools like the Kahoot game.
Similar to how students connect the knowledge that has been taught to them through traditional
means of education from the teacher to the knowledge that has been suggested through game-
based learning or digital games. As a result, students will need to be able to identify knowledge
gaps and become more adept at using technology to independently look for the most recent
Another study by Caballero, Ferrer, and Tiria (2022) "The Role of Gamification in the
Academic Performance of Junior High School Students in Language Subject". Determining the
Filipino subjects—was the aim of the study. This research employed the approach of purposive
sampling. Twenty seventh-graders were selected to serve as the study's sample. A pre-test was
provided to both the control and experimental groups. Game-based learning was introduced to
the experimental group. The post-test was administered to both groups, and statistical analysis
was done on the results. The results showed that, in comparison to the control group, the
gamification in the Filipino course has sparked great enthusiasm among the pupils.
performance in a seventh-grade Filipino language class, as well as their attitudes toward it and a
list of difficulties and difficulties they encountered. When it comes to language classes,
gamification has improved students' academic achievement, especially in the Filipino language
course. It has been demonstrated that when applied properly, gamification may motivate and
uplift students. The study's participants also show positive attitudes toward the use of games in
the classroom. It supported their growth as critical thinkers, promoted participation, and helped
Thirty carefully chosen grade 7 kids and the purposive sample approach were used to
create a quasi-experimental research design. While the control group was instructed using the
traditional way, which included multimedia and audio-visual aids in the new normal, the
experimental group received education through gamification. The research employed open-
source, free gamification platforms, and split the participants into two groups: the experimental
group and the control group. Google Meet served as the platform for synchronous classes, while
Google Classroom served as the main online learning tool for both groups. Ultimately, a test
comprised of thirty items was devised. A pre-test was administered to both groups before the
investigation's commencement. The data was compiled and then statistically evaluated. After the
investigation was over, both groups took a posttest. Statistics were used to analyze the outcomes.
A t-test for independent samples was used to compare the two groups' pretest and post-test
results, while a t-test for correlated samples was used to compare the experimental group's results
It was also discovered that several issues need to be addressed, including a lack of good
internet connections and the types of devices that students use. It is recommended by the
researchers to study the effect of leaderboards and badges on students' motivation and
engagement.
Chapter 3
RESEARCH METHODOLOGY
The methodology is discussed in this chapter. It covers processes, in particular the design,
environment, respondents, instruments, and methods for gathering data, as well as the analysis of
Design
This study employs a quasi-experimental design and aims to show the relationship
between one independent variable and one dependent variable. Unlike an actual experiment, a
quasi-experiment does not rely on random assignment. Instead, groups of responders are formed
based on non-random criteria. This study also uses a two-group experimental design, the simplest
method for determining the cause-and-effect relationship between two variables is to employ a
two-group design, whereas this study will have the controlled group (traditional paper and pencil
using the Gimkit game as an assessment tool is more beneficial than using the traditional
approach of Grade 3 students at Day-as Elementary School. The information will be examined,
Respondents
The subjects of this study are the grade 3 pupils in section VL from Day-as Elementary
School with 27 students. In this section, the 27 learners are divided into two groups which are the
control group and the experimental group, which will be determined after the pre-test exam by
Environment
One of the larger schools in the Cordova District is Day-as Elementary School. It is
situated in Cordova, Cebu, a tiny village, and one kilometer from the town center. Specifically, it
is located in Cordova, Cebu's Barangay Day-as. The late Mayor and Mrs. Victorio Pacaldo
donated its lot. It was founded in 1933 and spans 5,571.79.9 square meters in area. Except for the
previous multipurpose building, which was proposed for removal, it has eight public school
buildings.
funded teaching personnel. The school offers kindergarten to Grade 6 There are 854 students
consisting of 436 male students and 418 female students who are currently enrolled in this
Instruments
This study will use an interview questionnaire, a set of questions designed to gather
valuable data from participants is called a questionnaire, which is a research instrument. These
tools have an interview-style format and contain both written and spoken questions; and test
examination to gather data and information. The interview questionnaire will be given to the
teachers in Day-as Elementary School who will experience using the Gimkit game in the class so
that the researcher could gather information about the difficulties in implementing the Gimkit
Then for, the test examination, it was divided into two (2) rounds. The first round is for
the pre-test in which the learners will answer the given test examination. The second round is the
post-test, where the learners answer another set of the given test examinations after the
intervention. Based on the research study, "The effect of reinforcement using the Gimkit game on
learning the subject" the purpose of this study was to assess the impact of reinforcement on
students' accomplishment exam results utilizing the Gimkit game and question-and-answer
format.
Data-gathering procedure
To acquire and gather data for this study, the researcher will use a systematic approach. A
systematic method is a procedure that relies on the application of precisely specified and
researchers will conduct the study, the researcher will need approval from the principal of Day-as
Elementary School and a letter granting permission from the CTE Dean of Cordova Public
College. When permission is granted, the researcher will go to Day-as Elementary School to
In the data gathering, the researchers will let the respondents who are the Grade 3 VL
answer the pre-test examinations. The score that they got will be recorded as a pre-test score and
be ranked from the highest to the lowest scores to divide the class into two groups, the control
group and the experimental group. For one week, the researchers will use the intervention, the
Gimkit game for the experimental group, and the traditional paper and pencil test for the control
group.
After conducting the study, the researchers then proceeded to the post-test examination,
where the subjects answered another set of examinations to test if there was an improvement in
the scores of the subjects. On the other hand, the researchers will interview the students
regarding their opinions on playing the Gamkit game to enhance their academic performance.
Afterward, the teacher will reveal the difficulties they might experience in implementing the
Gimkit game in the class. The data will be organized, tallied, and tabulated. Following that, these
Statistical Treatment of data is essential to make use of data in the right form. The
the values in a sample by the total number of items in the sample. It is also an essential method
displaying the average data. This statistical instrument will be used in our research project to
variable from its mean. It establishes the degree to which a set of data values deviates from or is
distributed around its mean (average). This statistical tool is used to assess how reliable the
information is. In this study, the subject's pre-and post-test scores were compared to see how
3. Paired Sample T-test – assesses the means of two variables for a single group. The
procedure computes the fluctuations in the values of the two variables for each occurrence and
ascertains whether the average deviates from zero. The procedure also estimates the t-test effect
size automatically. This will be used in our study to see if the pre-and post-test results for the two
this instrument, the researcher will conduct interviews with instructors to get data about their
performance.
Scoring Procedure
Based on the respondents` accurate responses, the pre-test and post-test will be graded.
Score Range
Description
Interpretation
22.5 – 25
Outstanding
20.01 – 22.5
Very Satisfactory
17.51 – 20
Satisfactory
15.01 – 17.50
Poor
The student demonstrates a lack of knowledge in solving math problems.
15 - 0
Needs Improvement
School Head
Cordova, Cebu
Greetings of peace!
Moreover, this letter is to request your permission to conduct this research for your
freshmen students. The objective of the research is to evaluate the effectiveness of Gimkit as a
the Science subject. This research study also wants to explore how Gimkit a game-based tool
activities among the Grade three students which could be of great help to your institution.
The undersigned is hoping for your favorable response regarding this matter.
Respectfully yours,
Researchers' Representatives
Noted: Approved:
Appendix B
The following questionnaire is designed for academic research aiming to identify the
difficulties that may be faced by the teacher in implementing the Gimkit game in Grade 3
None of the following questions have correct or incorrect answers, and your answers will
be kept completely confidential. Please make sure you have thoroughly read each item before
answering because your responses will be used in the research. Thank you for your support and
cooperation.
2. What are the challenges associated with using the Gimkit game to improve students` academic
performance?
4. After finding a way to solve those difficulties, would you still use the Gimkit game for your
BIBLIOGRAPHY
Avşar, G., Ozan, C., & Aydın, E. (2023). The effect of reinforcement using the Gimkit game on
learning the subject in nursing students. Nurse Education in Practice, 68, 103595.
https://doi.org/10.1016/j.nepr.2023.103595
Caballero, Lilibeth & Ferrer, M & Tiria, Renato. (2022). The Role of Gamification in the
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and Game Based
how-can-it-be-used-for-teaching-tips-and-tricks
Feinsilber, J. (2021, December 7). What's next for me and Gimkit. . . - The Gimkit Blog -
948a3459d275
Larmand, A. (2023, June 7). GimKit: a classroom review tool with a game show format.
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement
https://doi.org/10.1016/j.lmot.2019.101592
Shiken.ai. (2023, July 8). The best alternative to Gimkit in 2023. https://shiken.ai/how-to-
learn/free-alternative-to-limit
CURRICULUM VITAE
datigranmarialouela.cte.cpc@gmail.com
09273457121
PERSONAL INFORMATION
Nationality: Filipino
Age: 22
Sex: Female
EDUCATIONAL BACKGROUND
TERTIARY
SECONDARY
PRIMARY
2022
WORK EXPERIENCE
anoosmaeloujean.cte.cpc@gmail.com
09276553483
PERSONAL INFORMATION
Nationality: Filipino
Age: 22
Sex: Female
EDUCATIONAL BACKGROUND
TERTIARY
Cordova, Cebu
SECONDARY
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Resilience"
CHRISNOR T. BASAYA
basayachrisnor.cte.cpc@gmail.com
09051686076
PERSONAL INFORMATION
Nationality: Filipino
Age: 21
Sex: Female
Religion: Catholic
EDUCATIONAL BACKGROUND
TERTIARY
Cordova, Cebu
SECONDARY
PRIMARY
2023 – August Youth Volunteer Training Course and Occupational First Aid
Training
WORK EXPERIENCE
ellahbalo7@gmail.com
09363756598
PERSONAL INFORMATION
Nationality: Filipino
Age: 24
Sex: Female
Religion: Catholic
EDUCATIONAL BACKGROUND
TERTIARY
Cordova, Cebu
SECONDARY
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N/A
WORK EXPERIENCE
baringkylah.cte.cpc@gmail.com
09223104538
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Nationally: Filipino
Age: 20
Sex: Female
Religion: Catholic
EDUCATIONAL BACKGROUND
TERTIARY
Cordova, Cebu
SECONDARY
PRIMARY
WORK EXPERIENCE
beranlaris.cte.cpc@gmail.com
09773826040
PERSONAL INFORMATION
Nationality: Filipino
Age: 22
Sex: Female
Religion: Catholic
EDUCATIONAL BACKGROUND
TERTIARY
SECONDARY
PRIMARY
N/A
WORK EXPERIENCES
N/A
MELODY BENTULAN
09497975015
PERSONAL INFORMATION
Nationality: Filipino
Age: 21
Sex: Female
Religion: Catholic
PERSONAL BACKGROUND
TERTIARY
Cordova, Cebu
PRIMARY
N/A
WORK EXPERIENCE
N/A