Improving Reading Motivation Through Gamification In High School English 7 Classes
Rhea Kris Torreon
Discipline: Education
Abstract:
This study investigates the effectiveness of gamification in enhancing reading motivation and comprehension among Grade 7 students in high school English classes, within the framework of the MATATAG Curriculum. Utilizing a one-group pretest-posttest design, the research analyzed the impact of integrating gamified strategies, particularly using Quizizz, on students' reading performance. The study assessed scores across three competencies: defining biographical and historical approaches, noting historical and biographical data, and relating an author’s background to literary elements. Results revealed significant improvements in all areas, with mean scores increasing from 6.36 to 8.76 (Competency 1), 5.21 to 8.29 (Competency 2), and 4.33 to 7.00 (Competency 3), all with p-values < 0.001. Student feedback, collected through a structured survey, highlighted positive perceptions of gamified learning. Participants noted that gamification reduced boredom, fostered a competitive yet fun environment, and made reading activities more engaging. These findings underscore the potential of gamification to align with curriculum objectives, enhance literacy skills, and support innovative teaching practices in the Philippine educational context. The study recommends the systematic integration of gamified tools like Quizizz into reading instruction to boost student engagement and academic outcomes.
References:
- Anggrainy, F. P. N., Sharizan, S., Sriyanda, R., & Farhan, M. (2024). Gamifying reading motivation in EFL students: Enhancing engagement and language learning through ICT. Jurnal Simki Pedagogia, 7(1), 106–118. https://doi.org/10.29407/jsp.v7i1.547
- Bautista, M. & Aranas, F. (2023). EDCOM II reading report: Challenges and recommendations in Philippine literacy. Education Development Council of the Philippines.
- Caballero, L. S., Ferrer, M. M., & Tiria, R. A. (2022). The role of gamification in the academic performance of junior high school students in language subject. International Journal of Scientific Research in Multidisciplinary Studies, 8(3).
- Calungsod, P. (2024, January 10). MATATAG: Producing a strengthened education system. Medium. https://medium.com/@calungsod12/matatag-producing-a-strengthened-education-system-2c784ce55d27
- Chi, C. (2023, December 6). Philippines still lags behind world in math, reading and science — PISA 2022. Philstar.com. https://www.philstar.com/headlines/2023/12/06/2316732/philippines-still-lags-behind-world-math-reading-and-science-pisa-2022
- Durano, E. G. B., & Candilas, K. S. (2023). Improving Grade 8 struggling readers’ reading comprehension skills through game-based learning and teacher-directed instruction. BRU ELT Journal, 1(3), 1–17. https://doi.org/10.14456/bej.2023.20
- Herawati, N., & Erawati, T. (2023). Unraveling student insights: Quizizz in English learning at a vocational high school in Cirebon. Perspective: Language, Education and Literature, 11(2), 142–156.
- Jones, M., Blanton, J. E., & Williams, R. E. (2023). Science to practice: Does gamification enhance intrinsic motivation? Active Learning in Higher Education, 24(3), 273–289. https://doi.org/10.1177/14697874211066882
- Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed-method study on academic performance, reading-related mentality and behaviors, and sustainability. British Journal of Educational Technology, 52(1), 160–178. https://doi.org/10.1111/bjet.1305
- Matyakhan, T., Chaowanakritsanakul, T., & Santos, J. A. L. (2024). Implementing gamification to enhance reading engagement and reading comprehension of Thai EFL university students. LEARN Journal: Language Education and Acquisition Research Network, 17(1), 121-239.
- Navarro-Espinosa, J. A., Vaquero-Abellán, M., Perea-Moreno, A.-J., Pedrós-Pérez, G., Martínez-Jiménez, M. d. P., & Aparicio-Martínez, P. (2022). Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. International Journal of Environmental Research and Public Health, 19(5), 2599. https://doi.org/10.3390/ijerph19052599
- Orejuela, J. P., Reyes, M. T., & Villanueva, R. S. (2022). Effects of gamifying instruction on the English language proficiency of Grade 8 Filipino ESL students in Bicol. Philippine Journal of Language Teaching, 28(1), 34-50.
- Philpott, A., & Son, J. B. (2022). Leaderboards in an EFL course: Student performance and motivation. Computers & Education, 190, 104605. https://doi.org/10.1016/j.compedu.2022.104605
- Ryan, R. M., & Deci, E. L. (2019). Brick by brick: The origins, development, and future of self-determination theory. In A. J. Elliot (Ed.), Advances in motivation science (Vol. 6, pp. 111–156). Elsevier. https://doi.org/10.1016/bs.adms.2019.01.001
- Sanchez, D. T., Duroha, J. H., Manayon, R. M. U., Nocillas, J. B., Mangolari, J. L. R., & Yabo, J. F. (2021). Interactive and conventional teaching approaches to optimizing reading comprehension performance. Revista Geintec-Gestao Inovacao e Tecnologias, 11(3), 1848-1858.
- Stout, S. K. (2023). Distracted, bored, and disengaged: How to reengage Gen Z learners in the secondary school classroom (Publication No. 30694432) [Doctoral dissertation, University of North Dakota]. ProQuest Dissertations & Theses Global.