Gamifying Ibong Adarna: A Mobile App Design for Enriching the Literary Learning Experience of Grade 7 DLSU Laguna Students
Document Types
Arts and Design Research Presentation
Research Theme (for Paper Presentation and Poster Presentation submissions only)
21st Century Learning and Innovations (CLI)
School Name
De La Salle University, Manila
Track or Strand
Arts and Design Track (ADT)
Research Advisor (Last Name, First Name, Middle Initial)
Gapayao, Hanzel
Start Date
23-6-2026 1:30 PM
End Date
23-6-2026 4:30 PM
Zoom Link/ Room Assignment
DLSU Manila Campus (In-person)-LS315 Pablo Nicolas Seminar Room
Abstract/Executive Summary
The study explores the use of a gamified Ibong Adarna to enhance the learning of Grade 7 JHS students at DLSU Laguna, through maintaining attention and motivation in the learning environment. This aims to bridge the gap between conventional and contemporary teaching methods, and to explore how these methods can be combined, with a focus on implementing a gamified version of Ibong Adarna in a classroom-based setting. Employing interviews and Focus Group Discussions among the selected teachers to inform our design process. The findings from this study may serve as a future reference for educators and future researchers interested in game-based learning as a tool for teaching classical Philippine literature.
Keywords
Game Design, Ibong Adarna, Gamified Learning, Filipino, Classical Literature
Art Sub-category Code
Mobile App (Interface) Design
Initial Consent for Publication
yes
Statement of Originality
yes
Gamifying Ibong Adarna: A Mobile App Design for Enriching the Literary Learning Experience of Grade 7 DLSU Laguna Students
The study explores the use of a gamified Ibong Adarna to enhance the learning of Grade 7 JHS students at DLSU Laguna, through maintaining attention and motivation in the learning environment. This aims to bridge the gap between conventional and contemporary teaching methods, and to explore how these methods can be combined, with a focus on implementing a gamified version of Ibong Adarna in a classroom-based setting. Employing interviews and Focus Group Discussions among the selected teachers to inform our design process. The findings from this study may serve as a future reference for educators and future researchers interested in game-based learning as a tool for teaching classical Philippine literature.
https://animorepository.dlsu.edu.ph/conf_shsrescon/2026/BoA_Arts_DA/2