International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.2
CiteScore

IJIET 2026 Vol.16(4): 902-920
doi: 10.18178/ijiet.2026.16.4.2562

Game On!: Development of a Game-Based Mobile Learning Application in Living Things and Their Environment

Peter Ernie D. Paris and Franz Ian D. Solomon
College of Education, Faculty, West Visayas State University, Iloilo City, Philippines
Email: peterernie.paris@wvsu.edu.ph (P.E.D.P.); franzian.solomon@wvsu.edu.ph (F.I.D.S.)
*Corresponding author

Manuscript received May 26, 2025; revised July 25, 2025; accepted September 28, 2025; published April 13, 2026

Abstract—Mobile game-based learning is increasingly recognized for its potential to enhance academic outcomes, yet its application in addressing specific learning difficulties in Science—particularly Biology—remains limited. This developmental research aimed to develop and evaluate a mobile learning application targeting the least-learned competencies in Grade 7 Living Things and Their Environment (Biology). The Analyze, State the objectives, Select, Modify or Design Materials, Utilize materials, Require learners’ response, and Evaluation (ASSURE) instructional design model guided the development process with technology and media integration. Purposively selected learners from public secondary schools; experts in information technology, Biology, and language served as participants of the study. The identified least-learned competencies were: differentiating plant and animal cells; focusing specimens using a compound microscope; predicting the effect of population changes on ecosystems; predicting the impact of abiotic factor changes, and distinguishing sexual and asexual reproduction. In response, four mobile games were developed: MicroSim (simulation), PuzzCell (puzzle), ReproDefenders (adventure/role-playing), and PredicTerms (word puzzle). Evaluation results showed high acceptability (M = 3.79), with favorable ratings for game usability (3.83), mobility (3.62), gameplay (3.85), and learning content (3.88). Findings suggest that the developed mobile games are suitable for blended learning environments, enabling learners to engage with them. Unlike existing educational mobile games that address general science concepts, this study is novel in its targeted, evidence-based approach which embeds identified least-learned competencies in Biology into purpose-built, curriculum-aligned mobile games developed using the ASSURE model.

Keywords—game-based learning, mobile learning, living things and their environment, developmental research, Analyze, State the objectives, Select, Modify or Design Materials, Utilize materials, Require learners’ response, and Evaluation (ASSURE) model


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Cite: Peter Ernie D. Paris and Franz Ian D. Solomon, "Game On!: Development of a Game-Based Mobile Learning Application in Living Things and Their Environment," International Journal of Information and Education Technology, vol. 16, no. 4, pp. 902-920, 2026.


Copyright © 2026 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).

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