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A Gamified Educational Learning Module for Core Subjects in an Elementary Level

Eric B. Blancaflor, Kim David G. Camaongay, James Adrian S. Chua, and Genesis A. Echanes

Abstract—Presently, many students are unmotivated and lack interest in studying that they would prefer playing games or watching movies. It would be beneficial for the students if they were playing while learning at the same time. As the team considered the current pandemic, COVID19, can also be a case to be considered on hindering a lot of students to study in their own respective schools. The team decided to create an educational game implementing a different learning process for the students. The game is not only developed to help the students on learning but also engages them and tests their cognitive abilities on solving different puzzles. Taking the advantage of being able to be exposed in a gamified learning at their own home, it can assist the teachers in refreshing or enhancing the students' knowledge.

Index Terms—Educational game, cognitive abilities, gamified learning.

The authors are with Mapua University, Philippines (e-mail: mjcsamonte@yahoo.com, damedel@mymail.mapua.edu.ph, jmnodicta@mymail.mapua.edu.ph, mzltsantos@mymail.mapua.edu.ph).

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Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Dr. Steve Thatcher
  • Executive Editor: Ms. Nancy Y. Liu
  • Abstracting/ Indexing: Scopus (CiteScore 2021: 1.3), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Electronic Journals Library, Google Scholar, Crossref, etc.
  • E-mail: ijiet@ejournal.net

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