stdClass Object ( [id] => 16634 [paper_index] => 202506-01-022536 [title] => IMPLEMENTING GAMIFICATION AS A STRATEGY FOR IMPROVING LIMITED VOCABULARY DEVELOPMENT AMONG GRADE 6 LEARNERS [description] => [author] => Shelou P. Buton, Decy Mae M. Ponsica, Deveyvon L. Espinosa, Kristy Jane R. Muegna, Jonelson C. Escandallo, Regine L. Generalao, Conie B. Cerna [googlescholar] => [doi] => https://doi.org/10.36713/epra22536 [year] => 2025 [month] => June [volume] => 11 [issue] => 6 [file] => fm/jpanel/upload/2025/June/202506-01-022536.pdf [abstract] => This study, conducted at Magatos Integrated School in Magatos, Asuncion, Davao del Norte, explored the effectiveness of a gamification-based intervention in enhancing the vocabulary proficiency of 30 Grade 6-Zamora students. The intervention integrated pattern recognition strategies and engaging gamified activities aimed at improving student learning outcomes. Employing a quantitative one-group pretest-posttest research design, the study assessed learners' vocabulary performance before and after the intervention. Data were analyzed using descriptive statistics and paired sample t-tests. Findings revealed a significant improvement in vocabulary scores, with the mean increasing from 29.5% to 83.5%. This change was statistically significant, t (29) = 35.0, p < .001, with a large effect size (Cohen’s d = 6.35), demonstrating the intervention’s strong impact. Furthermore, interviews with seven selected students revealed five emerging themes: enhanced vocabulary acquisition and communication skills; increased motivation in learning vocabulary; gamification as a catalyst for enjoyable and self-directed learning; the importance of variety and personalization in gamified strategies; and overcoming learning barriers through structured and motivational approaches. In conclusion, the study underscores the positive influence of gamification in addressing limited vocabulary skills among Grade 6 learners, offering promising insights for educators seeking innovative, student-centered instructional methods. [keywords] => Descriptive Design, Gamification Intervention, Limited Vocabulary, Word Thread, Philippines [doj] => 2025-06-19 [hit] => [status] => [award_status] => P [orderr] => 142 [journal_id] => 1 [googlesearch_link] => [edit_on] => [is_status] => 1 [journalname] => EPRA International Journal of Multidisciplinary Research (IJMR) [short_code] => IJMR [eissn] => 2455-3662 (Online) [pissn] => - -- [home_page_wrapper] => images/products_image/11.IJMR.png ) Error fetching PDF file.