Utilization of Avatereffic Quest in enhancing reading comprehension skills

This study evaluated the reading comprehension skills of Grade 8 students using Avaterrific Quest, a board game designed by the researchers. Employing a quantitative experimental design, the study compared two groups: Jacinto, which received traditional instruction, and Archimedes, which engaged in gamified learning. Pre-tests and post-tests provided numerical data for statistical analysis, assessing the effectiveness of each method. Results indicated that the traditional approach improved Jacinto's mean scores from 21.93 (very limited proficiency) to 36.87 (limited proficiency). In contrast, Archimedes, utilizing Avaterrific Quest, showed a more significant increase, with scores rising from 38.44 (limited proficiency) to 53.58 (proficient). While both methods produced substantial gains, the gamified approach led to greater improvements, highlighting the advantages of innovative teaching strategies. The findings suggest that while traditional instruction positively impacted reading comprehension, the use of gamified learning not only enhanced student engagement but also yielded more pronounced improvements in comprehension skills. Overall, this study underscores the potential of gamified approaches in educational settings to effectively boost learning outcomes compared to conventional methods.

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Publication Details

Journal
International Student Research Review
Published
2025-05-31
DOI
https://doi.org/10.53378/isrr.169
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Utilization of Avatereffic Quest in enhancing reading comprehension skills

Jovelle Reyes, Helaena Velasco, John Renden Laudencia, Aaron Artillaga et al.
International Student Research Review
Educational Methods and Media Use
article

Utilization of Avatereffic Quest in enhancing reading comprehension skills

Jovelle Reyes, Helaena Velasco, John Renden Laudencia, Aaron Artillaga, Lemuel Cabison, Edilene Mhai Goting
article en

Abstract

This study evaluated the reading comprehension skills of Grade 8 students using Avaterrific Quest, a board game designed by the researchers. Employing a quantitative experimental design, the study compared two groups: Jacinto, which received traditional instruction, and Archimedes, which engaged in gamified learning. Pre-tests and post-tests provided numerical data for statistical analysis, assessing the effectiveness of each method. Results indicated that the traditional approach improved Jacinto's mean scores from 21.93 (very limited proficiency) to 36.87 (limited proficiency). In contrast, Archimedes, utilizing Avaterrific Quest, showed a more significant increase, with scores rising from 38.44 (limited proficiency) to 53.58 (proficient). While both methods produced substantial gains, the gamified approach led to greater improvements, highlighting the advantages of innovative teaching strategies. The findings suggest that while traditional instruction positively impacted reading comprehension, the use of gamified learning not only enhanced student engagement but also yielded more pronounced improvements in comprehension skills. Overall, this study underscores the potential of gamified approaches in educational settings to effectively boost learning outcomes compared to conventional methods.

International Student Research ReviewVol. 2(1)
Openalex Percentile: Top 83%
Educational Methods and Media Use
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Utilization of Avatereffic Quest in enhancing reading comprehension skills — Jovelle Reyes, Helaena Velasco, et al. · International Student Research Review (2025) | TGRS Research Map | TGRS