Game on: Boosting Students' Reading Motivation Through Gamification
Abstract Reading motivation is important since it affects not only the selection of reading materials but also the level of engagement and comprehension of the content. People of all ages can benefit from improved learning and educational outcomes if they comprehend the significance of motivation in reading. This study aimed to assess whether gamification increases the reading motivation of the BEED college students in Diaz College year 2025. Through purposive sampling, 30 first-year students were selected. With a pre-experimental approach, one group pre- and post-test, and with the use of a t-test, the study revealed that the value of t is 0.00001, and the value of p is <0.00001. The result is significant at p<0.05. Therefore, there is a significant difference between pre-test and post-test. Substantially, gamification proved to increase the motivation of the students in reading since it can stimulate and promote active reading sessions in the classroom. The findings recommend that gamification can be used to increase the students' reading motivation. Keywords: Reading motivation, gamification, pre-test, post-test
Publication Details
- Journal
- Zenodo (CERN European Organization for Nuclear Research)
- Published
- 2025-05-21
- DOI
- https://doi.org/10.5281/zenodo.15482424
- Primary Topic
- Technology-Enhanced Education Studies
- Type
- article
- Field-Weighted Citation Impact
- 0.00