GAMIFIED INSTRUCTIONAL MATERIALS IN TEACHING SCIENCE CONCEPTS FOR GRADE 6 PUPILS


Maria Cristina L. Nudalo-Gonzaga, Dr. Regina P. Galigao
College of Technology and Engineering, CTU - San Francisco Campus, Philippines
Abstract
This study investigated the effectiveness of gamified instructional materials on the academic performance, motivation, and engagement of Grade 6 pupils in Science at Lucio O. Arquillano Integrated School during the Academic Year 2024–2025. A quasi-experimental research design, specifically the pre-test and post-test control group design, was employed. Two comparable sections of Grade 6 pupils were purposively selected—one served as the control group receiving traditional instruction, while the experimental group was taught using gamified materials aligned with the science curriculum. Validated teacher-made tests were administered as pre-tests and post-tests to both groups to assess conceptual understanding. The experimental group engaged with digital and interactive learning activities incorporating game elements such as point systems, rewards, challenges, and tasks for a period of four weeks. Additionally, a perception survey was conducted to measure student motivation and engagement. Ethical research protocols were strictly followed, including informed consent, data confidentiality, and voluntary participation. The findings revealed that the group exposed to gamified instructional strategies demonstrated significant improvement in science performance compared to the control group. Moreover, learners showed increased motivation and participation in class activities. The study concluded that gamification is an effective pedagogical tool in enhancing student learning outcomes, especially in making complex science concepts more accessible and enjoyable. Despite the challenges encountered by teachers in creating and implementing gamified content, the results supported the integration of game-based strategies into the Science curriculum. It was recommended that schools incorporate gamified materials in teaching, conduct regular training for teachers, provide necessary digital resources, and continue monitoring the effectiveness of gamification. Future research was also encouraged to explore its long-term impact across different subjects and grade levels.
Keywords: Gamification, Instructional Materials, Science Education, Academic Performance, Grade 6 Learners
Journal Name :
International Journal of Global Economic Light (JGEL)

VIEW PDF
Published on : 2025-08-21

Vol : 11
Issue : 8
Month : August
Year : 2025
Copyright © 2025 EPRA JOURNALS. All rights reserved
Developed by Peace Soft