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

Statement of Originality

yes

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Jun 23rd, 1:30 PM Jun 23rd, 4:30 PM

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