Date of Publication
2025
Document Type
Master's Thesis
Degree Name
Master of Science in Teaching Major in Physics
Subject Categories
Educational Technology | Science and Mathematics Education
College
Br. Andrew Gonzalez FSC College of Education
Department/Unit
Science Education
Thesis Advisor
Nikko Lorenz P. Lawsin
Defense Panel Chair
Voltaire Mallari Mistades
Defense Panel Member
Maricar S. Prudente
Socorro E. Aguja
Abstract/Summary
A gamified e-module is a digitally-centered learning instrument that integrates gamification aspects like points, levels, obstacles, and interactive components, to engage students and promote learning. The purpose of this action research study was to investigate the effectiveness of a researcher-developed gamified e-module intervention to improve language acquisition, specifically subject-specific vocabulary and conceptual understanding, as well as students' problem-solving with respect to Kirchhoff's Rules, Magnetism, and Polarization. The students in General Physics 2 have faced similar challenges, primarily due to limited language acquisition, technical language in play, and issues with conceptual reasoning, for a significant period. The research used a mixed-methods action research design that was counterbalanced and merged quantitative and qualitative methodologies to gain a deeper understanding of the effects of the intervention. Survey questionnaires, concept and problem-solving assessments, and semi-structured interviews were conducted among 99 Grade 12 STEM learners. Descriptive statistical analysis, Wilcoxon signed-rank test, Kruskal-Wallis test with DSCF pairwise comparison, and Spearman and rank biserial correlations were used to examine the quantitative data, as well as calculation of effect sizes. Qualitative data underwent reflexive thematic analysis. The quantitative statistical analysis of the intervention showed gains in learner's vocabulary acquisition, conceptual understanding and problem solving. The qualitative responses provided evidence that the gamified e-module used in this study supported learner motivation, engagement to a deeper level and retention of concepts. Overall, the study provided some insight regarding considerations for future development of a gamified e-module, including enhancing gamification features, experimenting with interface usability, diversifying instructional obstacles, and adding guided examples to close learning gaps and to sustain motivation in academics.
Abstract Format
html
Language
English
Format
Electronic
Keywords
Gamification; Simulation games in education; Physics—Study and teaching; Educational technology
Recommended Citation
Acuña, E. R. (2025). Development of gamified learning e-module to enhance language acquisition and problem-solving skills in general physics 2. Retrieved from https://animorepository.dlsu.edu.ph/etdm_scied/76
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Embargo Period
8-2028
Note
Undated; Publication date supplied