Improving Reading Motivation Through Gamification In High School English 7 Classes

This study investigates the effectiveness of gamification in enhancing reading motivation and comprehension among Grade 7 students in high school English classes, within the framework of the MATATAG Curriculum. Utilizing a one-group pretest-posttest design, the research analyzed the impact of integrating gamified strategies, particularly using Quizizz, on students' reading performance. The study assessed scores across three competencies: defining biographical and historical approaches, noting historical and biographical data, and relating an author’s background to literary elements. Results revealed significant improvements in all areas, with mean scores increasing from 6.36 to 8.76 (Competency 1), 5.21 to 8.29 (Competency 2), and 4.33 to 7.00 (Competency 3), all with p-values < 0.001. Student feedback, collected through a structured survey, highlighted positive perceptions of gamified learning. Participants noted that gamification reduced boredom, fostered a competitive yet fun environment, and made reading activities more engaging. These findings underscore the potential of gamification to align with curriculum objectives, enhance literacy skills, and support innovative teaching practices in the Philippine educational context. The study recommends the systematic integration of gamified tools like Quizizz into reading instruction to boost student engagement and academic outcomes.

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Publication Details

Journal
Psychology and Education A Multidisciplinary Journal
Published
2025-05-15
DOI
https://doi.org/10.70838/pemj.370803
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving Reading Motivation Through Gamification In High School English 7 Classes

Rhea Kris Torreon
Psychology and Education A Multidisciplinary Journal
Educational Games and Gamification
article

Improving Reading Motivation Through Gamification In High School English 7 Classes

Rhea Kris Torreon
article en

Abstract

This study investigates the effectiveness of gamification in enhancing reading motivation and comprehension among Grade 7 students in high school English classes, within the framework of the MATATAG Curriculum. Utilizing a one-group pretest-posttest design, the research analyzed the impact of integrating gamified strategies, particularly using Quizizz, on students' reading performance. The study assessed scores across three competencies: defining biographical and historical approaches, noting historical and biographical data, and relating an author’s background to literary elements. Results revealed significant improvements in all areas, with mean scores increasing from 6.36 to 8.76 (Competency 1), 5.21 to 8.29 (Competency 2), and 4.33 to 7.00 (Competency 3), all with p-values < 0.001. Student feedback, collected through a structured survey, highlighted positive perceptions of gamified learning. Participants noted that gamification reduced boredom, fostered a competitive yet fun environment, and made reading activities more engaging. These findings underscore the potential of gamification to align with curriculum objectives, enhance literacy skills, and support innovative teaching practices in the Philippine educational context. The study recommends the systematic integration of gamified tools like Quizizz into reading instruction to boost student engagement and academic outcomes.

Psychology and Education A Multidisciplinary JournalVol. 37(8)
Openalex Percentile: Top 90%
Educational Games and Gamification
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