Gamification: Enhancing students' motivation and performance in grade 10 physics

Date of Publication


Document Type

Master's Thesis

Degree Name

Master of Science in Teaching Major in Physics


Br. Andrew Gonzalez FSC College of Education


Science Education

Thesis Adviser

Lydia S. Roleda

Defense Panel Member

Voltaire M. Mistades
Maricar S. Prudente
Ivan B. Culaba


One of the major problems of teachers nowadays is the students lack of interest in learning difficult subjects like physics. The traditional method used by teachers in teaching is not sufficient enough to encourage students to learn the subject and to make it interesting for students to study. This is the reason why many researchers have been looking for ways on how to make physics relatable to the students. As students are now considered digital natives and are more exposed to video games, the use of gamification is being considered by many for its potential to motivate students. To determine how the elements of video games can be used to enhance students motivation and test performance in Physics, the researcher implemented gamification in two grade 10 classes for a month. Through the use of concept tests, journal entries, interviews and surveys, the results of this study have shown that students had a significant increase in their test performance after the intervention. Moreover, because of the different elements of video games integrated in Physics class, the students had been motivated to participate in the classroom activities since they were aiming to get points and earn rewards. In addition, students are motivated to learn the subject because they are enjoying the fun atmosphere brought by the elements of games. Overall, gamification has shown positive impact to the students motivation in learning physics.

Abstract Format






Accession Number


Shelf Location

Archives, The Learning Commons, 12F Henry Sy Sr. Hall

Physical Description

1 computer disc ; 4 3/4 in.


Physics--Study and teaching; Science--Study and teaching; Science--Study and teaching--Aids and devices; Gamification; Teaching--Methodology; Motivation in adult education

This document is currently not available here.