Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study

Learner disengagement remains a pressing concern in Araling Panlipunan (Social Studies) classes, where the subject is often viewed as monotonous and detached from students' interests. This action research investigated the potential of gamification as an innovative approach to enhance learners&...

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Main Authors: Kenneth Panga, Marjorie C. Doroin, John Marc Campo, Cherrynel Bohayo, Silva P. Oxidental
Format: Article
Language:English
Published: MM Edukasi 2025-07-01
Series:Journal of Mathematics Instruction, Social Research and Opinion
Subjects:
Online Access:https://journal-gehu.com/index.php/misro/article/view/475
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author Kenneth Panga
Marjorie C. Doroin
John Marc Campo
Cherrynel Bohayo
Silva P. Oxidental
author_facet Kenneth Panga
Marjorie C. Doroin
John Marc Campo
Cherrynel Bohayo
Silva P. Oxidental
author_sort Kenneth Panga
collection DOAJ
description Learner disengagement remains a pressing concern in Araling Panlipunan (Social Studies) classes, where the subject is often viewed as monotonous and detached from students' interests. This action research investigated the potential of gamification as an innovative approach to enhance learners' engagement in Araling Panlipunan. Conducted during the 2024–2025 school year, the study involved a selected Grade 10 class consisting of forty (40) learners at San Rafael National High School in Tigaon, Camarines Sur, Philippines. A single-group research design was employed, and purposive sampling was used to select participants from a section with relatively low classroom engagement and academic performance. A five-week intervention was implemented, integrating game-based elements such as point systems, leaderboards, and reward mechanisms into Araling Panlipunan lessons. Learner engagement was tracked through structured scoring for participation and the quality of responses, supported by weekly leaderboards that fostered healthy competition. The pre-intervention results revealed a Mean Percentage Score (MPS) of 44.44% in engagement-related indicators, classified as "Did Not Meet Expectations." Post-intervention assessments significantly rose to 86.88%, categorized as "Very Satisfactory." The post-intervention results showed a statistically significant improvement (p < 0.001), confirming the effectiveness of gamification in enhancing engagement in Araling Panlipunan. Based on the findings, it is strongly recommended that educators integrate gamified strategies into classroom discussions to cultivate a more engaging learning environment.
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spelling doaj-art-2c91ff4e8b5e4cb689ceb1fc60e7af4c2025-08-20T02:42:04ZengMM EdukasiJournal of Mathematics Instruction, Social Research and Opinion2962-78422025-07-014310.58421/misro.v4i3.475Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case StudyKenneth Panga0Marjorie C. Doroin1John Marc Campo2Cherrynel Bohayo3Silva P. Oxidental4Partido State UniversityPartido State UniversityPartido State UniversityPartido State UniversitySan Rafael National High School Learner disengagement remains a pressing concern in Araling Panlipunan (Social Studies) classes, where the subject is often viewed as monotonous and detached from students' interests. This action research investigated the potential of gamification as an innovative approach to enhance learners' engagement in Araling Panlipunan. Conducted during the 2024–2025 school year, the study involved a selected Grade 10 class consisting of forty (40) learners at San Rafael National High School in Tigaon, Camarines Sur, Philippines. A single-group research design was employed, and purposive sampling was used to select participants from a section with relatively low classroom engagement and academic performance. A five-week intervention was implemented, integrating game-based elements such as point systems, leaderboards, and reward mechanisms into Araling Panlipunan lessons. Learner engagement was tracked through structured scoring for participation and the quality of responses, supported by weekly leaderboards that fostered healthy competition. The pre-intervention results revealed a Mean Percentage Score (MPS) of 44.44% in engagement-related indicators, classified as "Did Not Meet Expectations." Post-intervention assessments significantly rose to 86.88%, categorized as "Very Satisfactory." The post-intervention results showed a statistically significant improvement (p < 0.001), confirming the effectiveness of gamification in enhancing engagement in Araling Panlipunan. Based on the findings, it is strongly recommended that educators integrate gamified strategies into classroom discussions to cultivate a more engaging learning environment. https://journal-gehu.com/index.php/misro/article/view/475Araling PanlipunanEngagement LevelGamificationHigh school studentsPhilippinesSingle-group design
spellingShingle Kenneth Panga
Marjorie C. Doroin
John Marc Campo
Cherrynel Bohayo
Silva P. Oxidental
Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
Journal of Mathematics Instruction, Social Research and Opinion
Araling Panlipunan
Engagement Level
Gamification
High school students
Philippines
Single-group design
title Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
title_full Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
title_fullStr Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
title_full_unstemmed Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
title_short Enhancing Learners' Engagement in Araling Panlipunan through Gamification: A Philippine Case Study
title_sort enhancing learners engagement in araling panlipunan through gamification a philippine case study
topic Araling Panlipunan
Engagement Level
Gamification
High school students
Philippines
Single-group design
url https://journal-gehu.com/index.php/misro/article/view/475
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AT johnmarccampo enhancinglearnersengagementinaralingpanlipunanthroughgamificationaphilippinecasestudy
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