Powered by OpenAIRE graph
Found an issue? Give us feedback
image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ ZENODOarrow_drop_down
image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
ZENODO
Article . 2026
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2026
License: CC BY
Data sources: Datacite
ZENODO
Article . 2026
License: CC BY
Data sources: Datacite
versions View all 2 versions
addClaim

Play Towards Excellence: An Analysis of the Effectiveness of Mobile Gamification in Expanding the Vocabulary of Grade 10 Students

Authors: Jay Mark S. Quimpan1*, Elemr A. Taripe, PhD-Fil.EdD2;

Play Towards Excellence: An Analysis of the Effectiveness of Mobile Gamification in Expanding the Vocabulary of Grade 10 Students

Abstract

Aims: The purpose of this quantitative study is to determine the effectiveness of mobile gamification as an intervention in expanding the vocabulary of Grade 10 students in the Filipino subject. Study Design: The study employed a quasi-experimental research design using a one-group pretest-posttest approach to measure the changes in students’ vocabulary before and after the intervention. Place and Duration of Study: The study was conducted at Tagum City National Comprehensive High School – Pagsabangan Campus during the School Year 2025–2026. Methodology: The respondents of the study consisted of thirty (30) Grade 10 students from the Aristotle section. A researcher-made vocabulary test served as the primary instrument for data gathering. A pre-test was administered before the implementation of mobile gamification, while a post-test was conducted after the intervention. Mean, standard deviation, and dependent samples t-test were used to analyze the difference in students’ scores before and after the intervention. Results: The findings revealed that the students’ mean score in the pre-test was 19.57 with a class proficiency of 65%, described as nearing mastery level. Meanwhile, the post-test mean score increased to 26.03 with a class proficiency of 87%, described as class has attained mastery level. The results indicate a significant improvement in the students’ vocabulary level after the implementation of mobile gamification as an intervention. Furthermore, the dependent samples t-test showed a significant difference between the students’ scores before and after the intervention. Conclusion: Based on the findings, mobile gamification was proven to be an effective strategy in expanding the vocabulary of students in the Filipino subject. The use of interactive and gamified activities through mobile devices increased students’ interest, motivation, and active participation in learning.

Keywords

Mobile Gamification, Vocabulary, Filipino, Vocabulary Development, Quasi-Experimental Design, Mobile Learning

  • BIP!
    Impact byBIP!
    selected citations
    These citations are derived from selected sources.
    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    0
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Average
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
Powered by OpenAIRE graph
Found an issue? Give us feedback
selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green