APeriod Go: Educational board game for students’ engagement

In recent years, there has been a growing interest in utilizing game-based learning tools to enhance student engagement and educational outcomes. This study explores the use of APeriod Go, an educational board game, to enhance student engagement in Araling Panlipunan. The study aimed to determine if the game could improve student engagement and learning outcomes in a subject often perceived as uninteresting. A quantitative research design was employed, utilizing a Likert Scale-based survey to measure student engagement levels before and after implementing the board game. The sample consisted of fifty Grade 5 learners from two heterogeneous sections, representing a diverse range of academic abilities. The pre-survey showed moderate student engagement, while the post-survey increased, indicating consistent active participation in Araling Panlipunan. The difference between the pre-survey and post-survey was statistically significant, demonstrating the intervention's enhancement in the engagement of students towards Araling Panlipunan. Integration of innovative teaching aids like “APeriod Go” into the curriculum expands the integration of this educational board game into other grade levels and subjects leading towards the student-led game development. The research highlights the importance of creating engaging educational experiences to make learning more meaningful and enjoyable for students. Future research could explore the long-term effects of such interventions and their applicability across various educational contexts and subjects.

Authors

Publication Details

Journal
International Student Research Review
Published
2025-05-31
DOI
https://doi.org/10.53378/isrr.168
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

APeriod Go: Educational board game for students’ engagement

Simério Carlos Silva Cruz, Ma. Lourdes Adizas, Michelle Coraza, Anthonette Lyn Delicano et al.
International Student Research Review
Educational Games and Gamification
article

APeriod Go: Educational board game for students’ engagement

Simério Carlos Silva Cruz, Ma. Lourdes Adizas, Michelle Coraza, Anthonette Lyn Delicano, Dana Angela Javier
article en

Abstract

In recent years, there has been a growing interest in utilizing game-based learning tools to enhance student engagement and educational outcomes. This study explores the use of APeriod Go, an educational board game, to enhance student engagement in Araling Panlipunan. The study aimed to determine if the game could improve student engagement and learning outcomes in a subject often perceived as uninteresting. A quantitative research design was employed, utilizing a Likert Scale-based survey to measure student engagement levels before and after implementing the board game. The sample consisted of fifty Grade 5 learners from two heterogeneous sections, representing a diverse range of academic abilities. The pre-survey showed moderate student engagement, while the post-survey increased, indicating consistent active participation in Araling Panlipunan. The difference between the pre-survey and post-survey was statistically significant, demonstrating the intervention's enhancement in the engagement of students towards Araling Panlipunan. Integration of innovative teaching aids like “APeriod Go” into the curriculum expands the integration of this educational board game into other grade levels and subjects leading towards the student-led game development. The research highlights the importance of creating engaging educational experiences to make learning more meaningful and enjoyable for students. Future research could explore the long-term effects of such interventions and their applicability across various educational contexts and subjects.

International Student Research ReviewVol. 2(1)
Openalex Percentile: Top 88%
Educational Games and Gamification
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