Improving students’ attendance in Values Education classes during Catch-Up Fridays through collaborative game-based learning

This study aimed to improve the attendance of 36 Grade 8 Santan students in Values Education classes during Catch-Up Fridays through Collaborative Game-Based Learning. Using a mixed-method design, the study evaluated attendance trends before and after the intervention. Quantitative data were collected from School Form 2 (SF2) to measure attendance, and a paired sample t-test revealed a significant increase in mean attendance values, from 3.47 to 4.47, with a p-value of less than 0.05, confirming the intervention's effectiveness. Qualitative data were gathered through a focus group discussion (FGD) and a thematic analysis following Braun and Clarke's (2006) framework was used to examine how students find Collaborative Game-Based Learning as an intervention to improve attendance. Students’ responses from the FGD showed that Collaborative Game-Based fosters student engagement, enhances participation, and creates a fun and dynamic learning environment.

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Publication Details

Journal
Indonesian Journal of Education and Pedagogy.
Published
2025-08-31
DOI
https://doi.org/10.61251/ijoep.v2i2.120
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving students’ attendance in Values Education classes during Catch-Up Fridays through collaborative game-based learning

Jay C. Bansale, Ivann P. Barcos, Erica V. Libres, Jessa L. Angcay et al.
Indonesian Journal of Education and Pedagogy.
Educational Games and Gamification
article

Improving students’ attendance in Values Education classes during Catch-Up Fridays through collaborative game-based learning

Jay C. Bansale, Ivann P. Barcos, Erica V. Libres, Jessa L. Angcay, Maeriel D. Bitos, Jessel Mae P. Juaton, Caryl Kaye B. Juanillo
article en

Abstract

This study aimed to improve the attendance of 36 Grade 8 Santan students in Values Education classes during Catch-Up Fridays through Collaborative Game-Based Learning. Using a mixed-method design, the study evaluated attendance trends before and after the intervention. Quantitative data were collected from School Form 2 (SF2) to measure attendance, and a paired sample t-test revealed a significant increase in mean attendance values, from 3.47 to 4.47, with a p-value of less than 0.05, confirming the intervention's effectiveness. Qualitative data were gathered through a focus group discussion (FGD) and a thematic analysis following Braun and Clarke's (2006) framework was used to examine how students find Collaborative Game-Based Learning as an intervention to improve attendance. Students’ responses from the FGD showed that Collaborative Game-Based fosters student engagement, enhances participation, and creates a fun and dynamic learning environment.

Indonesian Journal of Education and Pedagogy.Vol. 2(2)
Visayas State University (PH)
Openalex Percentile: Top 74%
Educational Games and Gamification
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