Gamification Strategies in Araling Panlipunan and Arts 7 Towards Student Engagement
Proponents: Gumpal, Virginia T., Pamatian, Gerry Mae B., Fuellas, Carren Joyce G.,
Gilles, Jhoanna Rhose B., Dumalaon, Marianne M.
Abstract
This qualitative phenomenology study explored the effectiveness of gamification interventions to enhance student participation in Grade 7 Araling Panlipunan and Arts subjects at Siena College of San Jose. A purposive sample of 10 Grade 7 students who have experienced gamified learning for one or more years has replied via Google Form survey. The research revealed that points and scoring systems (80%) and badges and achievements (60%) were employed most commonly as gamification features. 100% of the participants confirmed that the application of gamification methods increased their lesson comprehension and motivation. Points and scoring systems were the most motivating gamification feature (88.9%), followed by badges and achievements (77.8%). Students revealed that if these game-like aspects were removed, they would decrease their motivation by an enormous margin, particularly when learning difficult subject matters. Student recommendations focused on three broad categories: enhanced technology infrastructure for digital learning game support, institutional use across all subjects, and diverse activities like card games, role-playing activities, and outdoor collaborative learning. Research demonstrates gamification successfully turns traditional teaching procedures into enjoyable, interesting learning procedures that improve academic scores and build critical thinking and collaboration skills in social studies and arts learning.
Keywords: Gamification Strategies; Araling Panlipunan, Arts (MAPEH), Student Engagement